Refactor creator dialogs to use centralized settings management and improve UI state handling

This commit is contained in:
MaddoScientisto 2026-02-08 20:33:52 +01:00
commit 99281deef4
12 changed files with 510 additions and 242 deletions

View file

@ -1,4 +1,4 @@
@tool
@tool
extends PanelContainer
# Displays all weapons from the ItemsDatabase in a grid format
@ -385,7 +385,7 @@ func _duplicate_weapon(loot_item: Resource, weapon_data: Resource, is_3d: bool)
get_tree().root.add_child(dialog)
# Setup with prefill data using call_deferred to ensure script is ready
dialog.call_deferred("setup", _editor_interface, is_3d, prefill_data)
dialog.call_deferred("setup_weapon", _editor_interface, is_3d, prefill_data)
# Connect to confirmation signal using call_deferred
dialog.call_deferred("connect", "weapon_data_confirmed", _on_duplicate_weapon_confirmed)
@ -521,7 +521,6 @@ func _on_create_weapon_pressed(is_3d: bool) -> void:
get_tree().root.add_child(dialog)
dialog.call_deferred("setup", _editor_interface, is_3d)
dialog.call_deferred("setup_weapon", _editor_interface, is_3d)
dialog.call_deferred("connect", "weapon_data_confirmed", _on_duplicate_weapon_confirmed)
dialog.call_deferred("popup_centered")