Add sprite selection and weapon viewer to weapon creation plugin

This commit is contained in:
MaddoScientisto 2026-02-08 14:58:58 +01:00
commit 04cb3da0cd
8 changed files with 327 additions and 10 deletions

View file

@ -10,8 +10,13 @@ signal create_weapon_requested(weapon_data: Dictionary)
var open_dialog_button: Button
var clear_button: Button
var log_output: RichTextLabel
var weapon_viewer: PanelContainer
var _is_creating: bool = false
var _editor_interface: EditorInterface
func setup(editor_interface: EditorInterface) -> void:
_editor_interface = editor_interface
func _ready() -> void:
_build_ui()
@ -57,14 +62,34 @@ func _build_ui() -> void:
vbox.add_child(HSeparator.new())
# Log section
# Horizontal split container for weapon viewer and log
var hsplit = HSplitContainer.new()
hsplit.size_flags_vertical = Control.SIZE_EXPAND_FILL
vbox.add_child(hsplit)
# Log section (left side)
var log_vbox = VBoxContainer.new()
log_vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
log_vbox.add_theme_constant_override("separation", 4)
hsplit.add_child(log_vbox)
# Weapon Viewer (right side)
var weapon_viewer_script = load("res://addons/weapon_creator/WeaponViewer.gd")
weapon_viewer = PanelContainer.new()
weapon_viewer.set_script(weapon_viewer_script)
weapon_viewer.custom_minimum_size = Vector2(300, 0)
weapon_viewer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
if _editor_interface:
weapon_viewer.call("setup", _editor_interface)
hsplit.add_child(weapon_viewer)
var log_label = Label.new()
log_label.text = "Output Log:"
vbox.add_child(log_label)
log_vbox.add_child(log_label)
var log_scroll = ScrollContainer.new()
log_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
vbox.add_child(log_scroll)
log_vbox.add_child(log_scroll)
log_output = RichTextLabel.new()
log_output.bbcode_enabled = true
@ -79,6 +104,10 @@ func _on_open_dialog_pressed() -> void:
var dialog = Window.new()
dialog.set_script(dialog_script)
# Setup editor interface
if _editor_interface:
dialog.call("setup", _editor_interface)
# Connect to the confirmation signal
dialog.weapon_data_confirmed.connect(_on_weapon_data_confirmed)
@ -109,3 +138,7 @@ func set_creation_complete() -> void:
# Re-enable the create button after creation is complete
_is_creating = false
open_dialog_button.disabled = false
# Refresh weapon viewer to show newly created weapon
if weapon_viewer:
weapon_viewer.call("refresh_weapons")