320 lines
12 KiB
GDScript
320 lines
12 KiB
GDScript
tool
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extends MarginContainer
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const ITEM_NAME_NODE = "VBoxContainer/Content/GridContainer/ItemName"
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const GLOBAL_ID_NODE = "VBoxContainer/Content/GridContainer/ItemGlobalID"
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const INTERACTIVE_NODE = "VBoxContainer/Content/GridContainer/StartsInteractiveCheckBox"
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const ACTION_NODE = "VBoxContainer/Content/GridContainer/DefaultActionOption"
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const PREVIEW_NODE = "VBoxContainer/Content/GridContainer/Preview/Preview"
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const IMAGE_SIZE_NODE = "VBoxContainer/Content/GridContainer/ImageSize"
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const IMAGE_PATH_NODE = "VBoxContainer/Content/GridContainer/ImagePath"
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const LOAD_NODE = "LoadObjectGraphic/LoadObjectFileDialog"
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const CONFIRM_NODE = "Windows/ConfirmationDialog"
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const OBJECT_HEADING_NODE = "VBoxContainer/HelperHeading/CenterContainer/ObjectHeading"
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const OBJECT_DESC_NODE = "VBoxContainer/Description/ObjectDescription"
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const INVENTORY_HEADING_NODE = "VBoxContainer/HelperHeading/CenterContainer/InventoryHeading"
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const INVENTORY_DESC_NODE = "VBoxContainer/Description/InventoryDescription"
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const INVENTORY_PATH_NODE = "VBoxContainer/Content/GridContainer/InventoryPath"
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const INVENTORY_PATH_LABEL_NODE = "VBoxContainer/Content/GridContainer/InventoryPathLabel"
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const INVENTORY_PATH_SPACER_NODE = "VBoxContainer/Content/GridContainer/BlankItem7"
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const CREATE_BUTTON_NODE = "VBoxContainer/Buttons/CenterContainer/HBoxContainer/CreateButton"
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const ERROR_WINDOW_NODE = "Windows/ErrorDialog"
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const INVENTORY_PREV_NODE = "VBoxContainer/Content/GridContainer/Preview/InventoryPreview"
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const OBJECT_PREV_NODE = "VBoxContainer/Content/GridContainer/Preview/ObjectPreview"
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const BACKGROUND_OBJ_NODE = "VBoxContainer/Control/CenterContainer/HBoxContainer/BackgroundObjectCheckBox"
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const CHANGE_PATH_NODE = "VBoxContainer/Content/GridContainer/ChangePathButton"
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var source_image:Image
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var image_stream_texture:StreamTexture
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var image_has_been_loaded:bool
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var image_size:Vector2
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var main_menu_requested:bool
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var inventory_mode:bool
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var settings_modified:bool
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var preview_size:Vector2
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# Capture the size of the window before we update its contents so we have
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# the absolute size before it gets scaled contents applied to it
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preview_size = get_node(PREVIEW_NODE).rect_size
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inventory_mode = not get_node(BACKGROUND_OBJ_NODE).pressed
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item_creator_reset()
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func item_creator_reset() -> void:
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get_node(ITEM_NAME_NODE).text = "replace_me"
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get_node(GLOBAL_ID_NODE).text = ""
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get_node(IMAGE_PATH_NODE).text = ""
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get_node(INTERACTIVE_NODE).pressed = true
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if get_node(ACTION_NODE).get_item_count() > 0:
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get_node(ACTION_NODE).clear()
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for option_list in ["look", "pick up", "open", "close", "use", "push", "pull", "talk"]:
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get_node(ACTION_NODE).add_item(option_list)
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get_node(ACTION_NODE).selected = 0
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image_size = Vector2.ZERO
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image_has_been_loaded = false
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main_menu_requested = false
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settings_modified = false
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get_node(PREVIEW_NODE).texture = null
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if inventory_mode:
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get_node(INVENTORY_PATH_NODE).text = ProjectSettings.get_setting("escoria/ui/inventory_items_path")
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get_node(CREATE_BUTTON_NODE).text = "Create Inventory"
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get_node(INVENTORY_PREV_NODE).visible = true
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get_node(OBJECT_PREV_NODE).visible = false
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for loop in [INVENTORY_PATH_NODE, INVENTORY_PATH_LABEL_NODE, INVENTORY_PATH_SPACER_NODE, \
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CHANGE_PATH_NODE]:
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get_node(loop).visible = true
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else:
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get_node(CREATE_BUTTON_NODE).text = "Create Object"
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get_node(INVENTORY_PREV_NODE).visible = false
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get_node(OBJECT_PREV_NODE).visible = true
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for loop in [INVENTORY_PATH_NODE, INVENTORY_PATH_LABEL_NODE, INVENTORY_PATH_SPACER_NODE, \
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CHANGE_PATH_NODE]:
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get_node(loop).visible = false
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for loop in [OBJECT_HEADING_NODE, OBJECT_DESC_NODE]:
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get_node(loop).visible = not inventory_mode
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for loop in [INVENTORY_HEADING_NODE, INVENTORY_DESC_NODE, INVENTORY_PATH_NODE]:
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get_node(loop).visible = inventory_mode
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$Windows/FileDialog.current_dir = ProjectSettings.get_setting("escoria/ui/inventory_items_path")
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func resize_image() -> void:
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# Calculate the scale to make the preview as big as possible in the preview window depending on
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# the height to width ratio of the frame
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image_size = image_stream_texture.get_size()
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var preview_scale = Vector2.ONE
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preview_scale.x = preview_size.x / image_size.x
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preview_scale.y = preview_size.y / image_size.y
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if preview_scale.y > preview_scale.x:
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get_node(PREVIEW_NODE).rect_scale = Vector2(preview_scale.x, preview_scale.x)
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else:
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get_node(PREVIEW_NODE).rect_scale = Vector2(preview_scale.y, preview_scale.y)
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func background_on_ItemName_text_changed(new_text: String) -> void:
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get_node(GLOBAL_ID_NODE).text = new_text
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settings_modified = true
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func load_button_pressed() -> void:
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get_node(LOAD_NODE).popup_centered()
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func LoadObjectFileDialog_file_selected(path: String) -> void:
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image_stream_texture = load(path)
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get_node(PREVIEW_NODE).texture = image_stream_texture
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resize_image()
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get_node(IMAGE_SIZE_NODE).text = "(%s, %s)" % [image_size.x, image_size.y]
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get_node(IMAGE_PATH_NODE).text = path
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image_has_been_loaded = true
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settings_modified = true
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get_node(INVENTORY_PREV_NODE).visible = false
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get_node(OBJECT_PREV_NODE).visible = false
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func _on_CreateButton_pressed() -> void:
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var inventory_path = ProjectSettings.get_setting("escoria/ui/inventory_items_path")
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var directory_test = Directory.new();
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if not directory_test.dir_exists(inventory_path):
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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"Folder %s does not exist. Please create or change the destination" % inventory_path
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get_node(ERROR_WINDOW_NODE).popup_centered()
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return
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if not image_has_been_loaded:
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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"No image has been loaded."
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get_node(ERROR_WINDOW_NODE).popup_centered()
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return
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if get_node(ITEM_NAME_NODE).text == "replace_me":
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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"Please change the object name."
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get_node(ERROR_WINDOW_NODE).popup_centered()
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return
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if inventory_mode == false:
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if not EditorPlugin.new().get_editor_interface().get_selection().get_selected_nodes():
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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"Please select a node in the scene tree\nto attach the object to."
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get_node(ERROR_WINDOW_NODE).popup_centered()
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return
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var item = ESCItem.new()
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item.name = get_node(ITEM_NAME_NODE).text
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item.global_id = get_node(GLOBAL_ID_NODE).text
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item.is_interactive = get_node(INTERACTIVE_NODE).pressed
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item.tooltip_name = get_node(ITEM_NAME_NODE).text
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var selected_index = get_node(ACTION_NODE).selected
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item.default_action = get_node(ACTION_NODE).get_item_text(selected_index)
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# Make the item by default it's usable straight out of the inventory
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if inventory_mode == true:
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var new_pool_array: PoolStringArray = item.combine_when_selected_action_is_in
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new_pool_array.append("use")
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item.combine_when_selected_action_is_in = new_pool_array
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# Add Dialog Position to the background item
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var interact_position = ESCLocation.new()
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interact_position.name = "interact_position"
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interact_position.position.y = image_size.y * 2
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item.add_child(interact_position)
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# Add Collision shape to the background item
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var rectangle_shape = RectangleShape2D.new()
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var collision_shape = CollisionShape2D.new()
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collision_shape.shape = rectangle_shape
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collision_shape.shape.extents = image_size / 2
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item.add_child(collision_shape)
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# Add sprite to the background item
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var item_sprite = Sprite.new()
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item_sprite.texture = get_node(PREVIEW_NODE).texture
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item.add_child(item_sprite)
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if not inventory_mode:
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# Create in scene tree
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# Attach to currently selected node in scene tree
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var current_node = EditorPlugin.new().get_editor_interface().get_selection().get_selected_nodes()[0]
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current_node.add_child(item)
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var owning_node = get_tree().edited_scene_root
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item.set_owner(owning_node)
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# Make it so all the nodes can be seen in the scene tree
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collision_shape.set_owner(owning_node)
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interact_position.set_owner(owning_node)
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item_sprite.set_owner(owning_node)
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get_node("Windows/CreateCompleteDialog").dialog_text = \
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"Background object %s created.\n\n" % item + \
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"Note that you can right-click the node in the\n" + \
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"scene tree and select \"Save branch as scene\"\n" + \
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"if you'd like to reuse this item."
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print("Background object %s created." % item)
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get_node("Windows/CreateCompleteDialog").popup_centered()
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else:
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get_tree().edited_scene_root.add_child(item)
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# Make it so all the nodes can be seen in the scene tree
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collision_shape.set_owner(item)
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interact_position.set_owner(item)
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item_sprite.set_owner(item)
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item.set_owner(get_tree().edited_scene_root)
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# Export scene - create in inventory folder
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var packed_scene = PackedScene.new()
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packed_scene.pack(get_tree().edited_scene_root.get_node(item.name))
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# Flag suggestions from https://godotengine.org/qa/50437/how-to-turn-a-node-into-a-packedscene-via-gdscript
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var err = ResourceSaver.save("%s/%s.tscn" % [inventory_path, get_node(ITEM_NAME_NODE).text], packed_scene, \
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ResourceSaver.FLAG_CHANGE_PATH|ResourceSaver.FLAG_REPLACE_SUBRESOURCE_PATHS)
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if err:
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get_node(ERROR_WINDOW_NODE).dialog_text = \
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"Failed to save the item. Please make sure you can\n" + \
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"write to the destination folder" % inventory_path
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get_node(ERROR_WINDOW_NODE).popup_centered()
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return
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else:
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item.queue_free()
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get_tree().edited_scene_root.get_node(item.name).queue_free()
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get_node("Windows/CreateCompleteDialog").dialog_text = \
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"Inventory item %s/%s.tscn created." % [inventory_path, get_node(ITEM_NAME_NODE).text]
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print("Inventory item %s/%s.tscn created." % [inventory_path, get_node(ITEM_NAME_NODE).text])
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get_node("Windows/CreateCompleteDialog").popup_centered()
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func Item_on_ClearButton_pressed() -> void:
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if settings_modified == true:
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main_menu_requested = false
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get_node(CONFIRM_NODE).dialog_text = "WARNING!\n\n" + \
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"If you continue you will lose the current object."
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get_node(CONFIRM_NODE).popup_centered()
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func _on_ObjectConfirmationDialog_confirmed() -> void:
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if main_menu_requested == true:
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switch_to_main_menu()
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else:
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item_creator_reset()
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func Item_on_ExitButton_pressed() -> void:
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if settings_modified == true:
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main_menu_requested = true
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get_node(CONFIRM_NODE).dialog_text = "WARNING!\n\n" + \
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"If you continue you will lose the current object."
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get_node(CONFIRM_NODE).popup_centered()
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else:
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switch_to_main_menu()
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func switch_to_main_menu() -> void:
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get_node("../Menu").visible = true
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get_node("../ItemCreator").visible = false
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func _on_StartsInteractiveCheckBox_pressed() -> void:
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settings_modified = true
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func _on_ItemGlobalID_text_changed(_new_text: String) -> void:
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settings_modified = true
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func _on_DefaultActionOption_item_selected(_index: int) -> void:
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settings_modified = true
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func _on_CreateCompleteDialog_confirmed() -> void:
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item_creator_reset()
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func _on_BackgroundObjectCheckBox_toggled(button_pressed: bool) -> void:
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if button_pressed == false:
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$VBoxContainer/Control/CenterContainer/HBoxContainer/InventoryItemCheckBox.set_pressed_no_signal(true)
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inventory_mode = true
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else:
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$VBoxContainer/Control/CenterContainer/HBoxContainer/InventoryItemCheckBox.set_pressed_no_signal(false)
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inventory_mode = false
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item_creator_reset()
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func _on_InventoryItemCheckBox_toggled(button_pressed: bool) -> void:
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if button_pressed == false:
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$VBoxContainer/Control/CenterContainer/HBoxContainer/BackgroundObjectCheckBox.set_pressed_no_signal(true)
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inventory_mode = false
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else:
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$VBoxContainer/Control/CenterContainer/HBoxContainer/BackgroundObjectCheckBox.set_pressed_no_signal(false)
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inventory_mode = true
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item_creator_reset()
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func _on_ChangePathButton_pressed():
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$"Windows/FileDialog".popup_centered()
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func _on_FileDialog_dir_selected(dir: String) -> void:
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ProjectSettings.set_setting("escoria/ui/inventory_items_path", dir)
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var property_info = {
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"name": "escoria/ui/inventory_items_path",
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"type": TYPE_STRING
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}
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ProjectSettings.add_property_info(property_info)
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get_node(INVENTORY_PATH_NODE).text = dir
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