First work on dialogic, resized guild, and started implementing portraits.
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157
addons/dialogic/plugin.gd
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157
addons/dialogic/plugin.gd
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@tool
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extends EditorPlugin
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## Preload the main panel scene
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const MainPanel := preload("res://addons/dialogic/Editor/editor_main.tscn")
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const PLUGIN_NAME := "Dialogic"
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const PLUGIN_HANDLER_PATH := "res://addons/dialogic/Core/DialogicGameHandler.gd"
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const PLUGIN_ICON_PATH := "res://addons/dialogic/Editor/Images/plugin-icon.svg"
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## References used by various other scripts to quickly reference these things
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var editor_view: Control # the root of the dialogic editor
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var inspector_plugin: EditorInspectorPlugin = null
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## Initialization
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func _init() -> void:
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self.name = "DialogicPlugin"
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#region ACTIVATION & EDITOR SETUP
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################################################################################
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## Activation & Editor Setup
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func _enable_plugin() -> void:
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add_autoload_singleton(PLUGIN_NAME, PLUGIN_HANDLER_PATH)
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add_dialogic_default_action()
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func _disable_plugin() -> void:
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remove_autoload_singleton(PLUGIN_NAME)
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func _enter_tree() -> void:
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editor_view = MainPanel.instantiate()
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editor_view.plugin_reference = self
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editor_view.hide()
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get_editor_interface().get_editor_main_screen().add_child(editor_view)
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_make_visible(false)
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inspector_plugin = load("res://addons/dialogic/Editor/Inspector/inspector_plugin.gd").new()
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add_inspector_plugin(inspector_plugin)
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# Auto-update the singleton path for alpha users
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# TODO remove at some point during beta or later
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if not ProjectSettings.has_setting("autoload/"+PLUGIN_NAME) or not "Core" in ProjectSettings.get_setting("autoload/"+PLUGIN_NAME, ""):
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if ProjectSettings.has_setting("autoload/"+PLUGIN_NAME):
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remove_autoload_singleton(PLUGIN_NAME)
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add_autoload_singleton(PLUGIN_NAME, PLUGIN_HANDLER_PATH)
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func _exit_tree() -> void:
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if editor_view:
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remove_control_from_bottom_panel(editor_view)
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editor_view.queue_free()
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if inspector_plugin:
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remove_inspector_plugin(inspector_plugin)
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#endregion
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#region PLUGIN_INFO
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################################################################################
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func _has_main_screen() -> bool:
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return true
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func _get_plugin_name() -> String:
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return PLUGIN_NAME
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func _get_plugin_icon() -> Texture2D:
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return load(PLUGIN_ICON_PATH)
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#endregion
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#region EDITOR INTERACTION
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################################################################################
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## Editor Interaction
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func _make_visible(visible:bool) -> void:
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if not editor_view:
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return
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if editor_view.get_parent() is Window:
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if visible:
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get_editor_interface().set_main_screen_editor("Script")
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editor_view.show()
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editor_view.get_parent().grab_focus()
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else:
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editor_view.visible = visible
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func _save_external_data() -> void:
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if _editor_view_and_manager_exist():
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editor_view.editors_manager.save_current_resource()
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func _get_unsaved_status(for_scene:String) -> String:
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if for_scene.is_empty():
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_save_external_data()
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return ""
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func _handles(object) -> bool:
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if _editor_view_and_manager_exist() and object is Resource:
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return editor_view.editors_manager.can_edit_resource(object)
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return false
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func _edit(object) -> void:
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if object == null:
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return
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_make_visible(true)
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if _editor_view_and_manager_exist():
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editor_view.editors_manager.edit_resource(object)
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## Helper function to check if editor_view and its manager exist
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func _editor_view_and_manager_exist() -> bool:
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return editor_view and editor_view.editors_manager
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#endregion
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#region PROJECT SETUP
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################################################################################
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## Special Setup/Updates
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## Methods that adds a dialogic_default_action if non exists
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func add_dialogic_default_action() -> void:
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if ProjectSettings.has_setting('input/dialogic_default_action'):
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return
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var input_enter: InputEventKey = InputEventKey.new()
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input_enter.keycode = KEY_ENTER
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var input_left_click: InputEventMouseButton = InputEventMouseButton.new()
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input_left_click.button_index = MOUSE_BUTTON_LEFT
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input_left_click.pressed = true
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input_left_click.device = -1
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var input_space: InputEventKey = InputEventKey.new()
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input_space.keycode = KEY_SPACE
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var input_x: InputEventKey = InputEventKey.new()
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input_x.keycode = KEY_X
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var input_controller: InputEventJoypadButton = InputEventJoypadButton.new()
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input_controller.button_index = JOY_BUTTON_A
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ProjectSettings.set_setting('input/dialogic_default_action', {'deadzone':0.5, 'events':[input_enter, input_left_click, input_space, input_x, input_controller]})
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ProjectSettings.save()
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# Create cache when project is compiled
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func _build() -> bool:
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DialogicResourceUtil.update()
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return true
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#endregion
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