# MIT License # # Copyright (c) 2023 Mark McKay # https://github.com/blackears/cyclopsLevelBuilder # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. @tool extends Control class_name CyclopsConsole var editor_plugin:CyclopsLevelBuilder # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func save_state(state:Dictionary): var substate:Dictionary = {} state["cyclops_console"] = substate func load_state(state:Dictionary): if state == null || !state.has("cyclops_console"): return var substate:Dictionary = state["cyclops_console"] func _on_enable_cyclops_toggled(button_pressed): editor_plugin.always_on = button_pressed func _on_bn_create_block_pressed(): var cmd:CommandAddBlock = CommandAddBlock.new() cmd.builder = editor_plugin var bounds:AABB = AABB(%block_position.value, %block_size.value) cmd.bounds = bounds var scene_root = editor_plugin.get_editor_interface().get_edited_scene_root() cmd.blocks_root_path = scene_root.get_path() cmd.block_name = GeneralUtil.find_unique_name(scene_root, "block") var undo:EditorUndoRedoManager = editor_plugin.get_undo_redo() cmd.add_to_undo_manager(undo)