# Plugin script to initialize Escoria tool extends EditorPlugin # The warning popup displayed on escoria-core enabling. var popup_info: AcceptDialog # Virtual function called when plugin is enabled. func enable_plugin(): add_autoload_singleton( "escoria", "res://addons/escoria-core/game/esc_autoload.gd" ) # Prepare settings set_escoria_main_settings() set_escoria_debug_settings() set_escoria_ui_settings() set_escoria_sound_settings() set_escoria_platform_settings() # Add input actions in InputMap # if not InputMap.has_action(ESCInputsManager.SWITCH_ACTION_VERB): # InputMap.add_action(ESCInputsManager.SWITCH_ACTION_VERB) # if not InputMap.has_action(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT): # InputMap.add_action(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT) # Define standard settings ProjectSettings.set_setting( "application/run/main_scene", "res://addons/escoria-core/game/main_scene.tscn" ) ProjectSettings.set_setting( "audio/default_bus_layout", "res://addons/escoria-core/default_bus_layout.tres" ) popup_info = AcceptDialog.new() popup_info.dialog_text = """You enabled escoria-core plugin. Please ignore error messages in Output console and reload your project using Godot editor's "Project / Reload Current Project" menu. """ popup_info.connect("confirmed", self, "_on_warning_popup_confirmed", [], CONNECT_ONESHOT) get_editor_interface().get_editor_viewport().add_child(popup_info) popup_info.popup_centered() func _on_warning_popup_confirmed(): popup_info.queue_free() # Virtual function called when plugin is disabled. func disable_plugin(): remove_autoload_singleton("escoria") # if InputMap.has_action(ESCInputsManager.SWITCH_ACTION_VERB): # InputMap.erase_action(ESCInputsManager.SWITCH_ACTION_VERB) # if InputMap.has_action(ESCInputsManager.SWITCH_ACTION_VERB): # InputMap.erase_action(ESCInputsManager.SWITCH_ACTION_VERB) # Setup Escoria func _enter_tree(): pass # Prepare the settings in the Escoria UI category func set_escoria_ui_settings(): register_setting( ESCProjectSettingsManager.DEFAULT_DIALOG_TYPE, "", { "type": TYPE_STRING } ) print("DEFAULT DIALOG TYPE RESET !!!") register_setting( ESCProjectSettingsManager.GAME_SCENE, "", { "name": ESCProjectSettingsManager.GAME_SCENE, "type": TYPE_STRING, "hint": PROPERTY_HINT_FILE, "hint_string": "*.tscn, *.scn" } ) register_setting( ESCProjectSettingsManager.INVENTORY_ITEMS_PATH, "res://game/items/inventory/", { "name": ESCProjectSettingsManager.INVENTORY_ITEMS_PATH, "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) register_setting( ESCProjectSettingsManager.DEFAULT_TRANSITION, "curtain", { "name": ESCProjectSettingsManager.DEFAULT_TRANSITION, "type": TYPE_STRING } ) register_setting( ESCProjectSettingsManager.TRANSITION_PATHS, [ "res://addons/escoria-core/game/scenes/transitions/shaders/" ], { "name": ESCProjectSettingsManager.TRANSITION_PATHS, "type": TYPE_STRING_ARRAY, "hint": PROPERTY_HINT_DIR } ) register_setting( ESCProjectSettingsManager.INVENTORY_ITEM_SIZE, Vector2(72, 72), { "name": ESCProjectSettingsManager.INVENTORY_ITEM_SIZE, "type": TYPE_VECTOR2 } ) register_setting( ESCProjectSettingsManager.DIALOG_MANAGERS, [], { "type": TYPE_STRING_ARRAY } ) # Prepare the settings in the Escoria main category func set_escoria_main_settings(): register_setting( ESCProjectSettingsManager.GAME_VERSION, "", { "type": TYPE_STRING } ) register_setting( ESCProjectSettingsManager.GAME_START_SCRIPT, "", { "type": TYPE_STRING, "hint": PROPERTY_HINT_FILE, "hint_string": "*.esc" } ) register_setting( ESCProjectSettingsManager.ACTION_DEFAULT_SCRIPT, "", { "type": TYPE_STRING, "hint": PROPERTY_HINT_FILE, "hint_string": "*.esc" } ) register_setting( ESCProjectSettingsManager.FORCE_QUIT, true, { "type": TYPE_BOOL } ) register_setting( ESCProjectSettingsManager.COMMAND_DIRECTORIES, [ "res://addons/escoria-core/game/core-scripts/esc/commands" ], { "type": TYPE_ARRAY, } ) register_setting( ESCProjectSettingsManager.TEXT_LANG, TranslationServer.get_locale(), { "type": TYPE_STRING, "hint": PROPERTY_HINT_NONE } ) register_setting( ESCProjectSettingsManager.VOICE_LANG, TranslationServer.get_locale(), { "type": TYPE_STRING, "hint": PROPERTY_HINT_NONE } ) register_setting( ESCProjectSettingsManager.SAVEGAMES_PATH, "user://saves/", { "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) register_setting( ESCProjectSettingsManager.SETTINGS_PATH, "user://", { "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) register_setting( ESCProjectSettingsManager.GAME_MIGRATION_PATH, "", { "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) # Prepare the settings in the Escoria debug category func set_escoria_debug_settings(): register_setting( ESCProjectSettingsManager.TERMINATE_ON_WARNINGS, false, { "type": TYPE_BOOL } ) register_setting( ESCProjectSettingsManager.TERMINATE_ON_ERRORS, true, { "type": TYPE_BOOL } ) register_setting( ESCProjectSettingsManager.DEVELOPMENT_LANG, "en", { "type": TYPE_STRING } ) register_setting( ESCProjectSettingsManager.LOG_LEVEL, "ERROR", { "type": TYPE_STRING, "hint": PROPERTY_HINT_ENUM, "hint_string": "ERROR,WARNING,INFO,DEBUG,TRACE" } ) register_setting( ESCProjectSettingsManager.LOG_FILE_PATH, "user://", { "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) register_setting( ESCProjectSettingsManager.CRASH_MESSAGE, "We're sorry, but the game crashed. Please send us the " + "following files:\n\n%s", { "type": TYPE_STRING, "hint": PROPERTY_HINT_MULTILINE_TEXT } ) register_setting( ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR, false, { "type": TYPE_BOOL } ) register_setting( ESCProjectSettingsManager.ROOM_SELECTOR_ROOM_DIR, "", { "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) # Prepare the settings in the Escoria sound settings func set_escoria_sound_settings(): register_setting( ESCProjectSettingsManager.MASTER_VOLUME, 1, { "type": TYPE_REAL, "hint": PROPERTY_HINT_RANGE, "hint_string": "0,1" } ) register_setting( ESCProjectSettingsManager.MUSIC_VOLUME, 1, { "type": TYPE_REAL, "hint": PROPERTY_HINT_RANGE, "hint_string": "0,1" } ) register_setting( ESCProjectSettingsManager.SFX_VOLUME, 1, { "type": TYPE_REAL, "hint": PROPERTY_HINT_RANGE, "hint_string": "0,1" } ) register_setting( ESCProjectSettingsManager.SPEECH_VOLUME, 1, { "type": TYPE_REAL, "hint": PROPERTY_HINT_RANGE, "hint_string": "0,1" } ) register_setting( ESCProjectSettingsManager.SPEECH_ENABLED, true, { "type": TYPE_BOOL } ) register_setting( ESCProjectSettingsManager.SPEECH_FOLDER, "res://speech", { "type": TYPE_STRING, "hint": PROPERTY_HINT_DIR } ) register_setting( ESCProjectSettingsManager.SPEECH_EXTENSION, "ogg", { "type": TYPE_STRING } ) # Prepare the settings in the Escoria platform category and may need special # setting per build func set_escoria_platform_settings(): # Skip cache - certain platforms (esp. mobile) lack memory for caching # scenes. # If set to true, all generic scenes (UI, inventory, etc) will be loaded # as any other scene. register_setting( ESCProjectSettingsManager.SKIP_CACHE, false, { "type": TYPE_BOOL } ) register_setting( ESCProjectSettingsManager.SKIP_CACHE_MOBILE, true, { "type": TYPE_BOOL } ) # Register a new project setting if it hasn't been defined already # # #### Parameters # # - name: Name of the project setting # - default: Default value # - info: Property info for the setting static func register_setting(name: String, default, info: Dictionary) -> void: if not ProjectSettings.has_setting(name): ProjectSettings.set_setting( name, default ) info.name = name ProjectSettings.add_property_info(info)