@tool extends BaseViewer # Displays all weapons from the ItemsDatabase in a grid format # Shows sprite and name, with tooltip showing resource path # Clicking opens the weapon resource in the inspector signal weapon_selected(weapon_resource_path: String) signal duplicate_weapon_requested(weapon_data: Dictionary) signal weapon_deleted(weapon_name: String, weapon_path: String, item_path: String) signal weapon_duplication_started(weapon_name: String, is_3d: bool) var _items_database_path := "res://Resources/ItemsDatabase.tres" const SETTING_SHOW_2D = "weapon_creator/filter_show_2d" const SETTING_SHOW_3D = "weapon_creator/filter_show_3d" func _supports_2d_3d_filter() -> bool: return true func _get_filter_setting_2d_key() -> String: return SETTING_SHOW_2D func _get_filter_setting_3d_key() -> String: return SETTING_SHOW_3D func _build_header_buttons(header_hbox: HBoxContainer) -> void: var create_2d_button = Button.new() create_2d_button.text = "Create (2D)" create_2d_button.pressed.connect(_on_create_weapon_pressed.bind(false)) header_hbox.add_child(create_2d_button) var create_3d_button = Button.new() create_3d_button.text = "Create (3D)" create_3d_button.pressed.connect(_on_create_weapon_pressed.bind(true)) header_hbox.add_child(create_3d_button) func refresh() -> void: _clear_grid() # Load ItemsDatabase if not ResourceLoader.exists(_items_database_path): _add_error_label("ItemsDatabase not found at: " + _items_database_path) return var items_database = load(_items_database_path) if items_database == null: _add_error_label("Failed to load ItemsDatabase") return var loot_items = items_database.get("LootItems") if loot_items == null: _add_error_label("No LootItems found in database") return # Filter for weapons only (items with WeaponData3D or WeaponData) var show_2d = _should_show_2d() var show_3d = _should_show_3d() var weapon_count = 0 for loot_item in loot_items: var weapon_data_3d = loot_item.get("WeaponData3D") var weapon_data_2d = loot_item.get("WeaponData") if weapon_data_2d != null and show_2d: _create_weapon_tile(loot_item, weapon_data_2d, false) weapon_count += 1 if weapon_data_3d != null and show_3d: _create_weapon_tile(loot_item, weapon_data_3d, true) weapon_count += 1 if weapon_count == 0: _add_error_label("No weapons found in database") func _create_weapon_tile(loot_item: Resource, weapon_data: Resource, is_3d: bool) -> void: var panel = PanelContainer.new() panel.custom_minimum_size = Vector2(100, 145) panel.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN panel.size_flags_vertical = Control.SIZE_SHRINK_BEGIN panel.mouse_filter = Control.MOUSE_FILTER_STOP panel.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND var vbox = VBoxContainer.new() vbox.add_theme_constant_override("separation", 4) vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE var sprite: Texture2D = loot_item.get("InventorySprite") # Container for sprite with badge overlay var sprite_container = Control.new() sprite_container.custom_minimum_size = Vector2(64, 64) sprite_container.mouse_filter = Control.MOUSE_FILTER_IGNORE vbox.add_child(sprite_container) var texture_rect = TextureRect.new() texture_rect.custom_minimum_size = Vector2(64, 64) texture_rect.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL texture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED texture_rect.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST texture_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE texture_rect.set_anchors_preset(Control.PRESET_FULL_RECT) sprite_container.add_child(texture_rect) if sprite: texture_rect.texture = sprite else: var placeholder_label = Label.new() placeholder_label.text = "No Icon" placeholder_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER placeholder_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER placeholder_label.mouse_filter = Control.MOUSE_FILTER_IGNORE placeholder_label.add_theme_font_size_override("font_size", 10) placeholder_label.set_anchors_preset(Control.PRESET_FULL_RECT) sprite_container.add_child(placeholder_label) # Add 2D/3D badge in bottom-right corner with colored text and dark outline var badge = Label.new() badge.text = "3D" if is_3d else "2D" badge.add_theme_font_size_override("font_size", 14) if is_3d: badge.add_theme_color_override("font_color", Color(1.0, 0.2, 0.2)) # Bright red for 3D else: badge.add_theme_color_override("font_color", Color(0.3, 0.5, 1.0)) # Bright blue for 2D badge.add_theme_color_override("font_outline_color", Color(0.15, 0.15, 0.15)) # Dark gray outline badge.add_theme_constant_override("outline_size", 3) badge.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT badge.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM badge.mouse_filter = Control.MOUSE_FILTER_IGNORE badge.position = Vector2(38, 44) badge.size = Vector2(24, 20) sprite_container.add_child(badge) var name_label = Label.new() var item_name: String = loot_item.get("ItemName") name_label.text = item_name if item_name else "Unknown" name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER name_label.vertical_alignment = VERTICAL_ALIGNMENT_TOP name_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART name_label.custom_minimum_size = Vector2(92, 48) name_label.clip_text = false name_label.max_lines_visible = 3 name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE name_label.add_theme_font_size_override("font_size", 14) name_label.add_theme_constant_override("line_spacing", -2) vbox.add_child(name_label) panel.add_child(vbox) vbox.set_anchors_preset(Control.PRESET_FULL_RECT) vbox.add_theme_constant_override("margin_left", 4) vbox.add_theme_constant_override("margin_top", 4) vbox.add_theme_constant_override("margin_right", 4) vbox.add_theme_constant_override("margin_bottom", 4) var weapon_path = weapon_data.resource_path if weapon_path: panel.tooltip_text = weapon_path else: panel.tooltip_text = "Built-in resource (no file path)" panel.gui_input.connect(_on_weapon_gui_input.bind(panel, loot_item, weapon_data)) _grid_container.add_child(panel) func _on_weapon_clicked(weapon_data: Resource, weapon_path: String) -> void: if not _editor_interface: push_error("Editor interface not available") return if weapon_data: _editor_interface.edit_resource(weapon_data) weapon_selected.emit(weapon_path) func _on_weapon_gui_input(event: InputEvent, panel: PanelContainer, loot_item: Resource, weapon_data: Resource) -> void: if event is InputEventMouseButton: var mouse_event = event as InputEventMouseButton if mouse_event.pressed: if mouse_event.button_index == MOUSE_BUTTON_LEFT: var weapon_path = weapon_data.resource_path if weapon_data else "" _on_weapon_clicked(weapon_data, weapon_path) elif mouse_event.button_index == MOUSE_BUTTON_RIGHT: _show_context_menu(panel, loot_item, weapon_data) func _show_context_menu(panel: PanelContainer, loot_item: Resource, weapon_data: Resource) -> void: var popup = PopupMenu.new() popup.add_item("Open Weapon", 0) popup.add_item("Open Item", 1) popup.add_separator() popup.add_item("Duplicate Weapon (2D)", 2) popup.add_item("Duplicate Weapon (3D)", 3) popup.add_separator() popup.add_item("Copy Weapon Resource Path", 4) popup.add_item("Copy Item Resource Path", 5) popup.add_separator() popup.add_item("Delete", 6) popup.id_pressed.connect(_on_context_menu_id_pressed.bind(popup, loot_item, weapon_data)) get_tree().root.add_child(popup) var mouse_pos = DisplayServer.mouse_get_position() popup.position = mouse_pos popup.popup() popup.popup_hide.connect(func(): popup.queue_free()) func _on_context_menu_id_pressed(id: int, popup: PopupMenu, loot_item: Resource, weapon_data: Resource) -> void: match id: 0: _open_weapon(weapon_data) 1: _open_item(loot_item) 2: _duplicate_weapon(loot_item, weapon_data, false) 3: _duplicate_weapon(loot_item, weapon_data, true) 4: _copy_weapon_resource_path(weapon_data) 5: _copy_item_resource_path(loot_item) 6: _confirm_delete(loot_item, weapon_data) func _open_weapon(weapon_data: Resource) -> void: if not _editor_interface: push_error("Editor interface not available") return if weapon_data: _editor_interface.edit_resource(weapon_data) func _open_item(loot_item: Resource) -> void: if not _editor_interface: push_error("Editor interface not available") return if loot_item: _editor_interface.edit_resource(loot_item) func _duplicate_weapon(loot_item: Resource, weapon_data: Resource, is_3d: bool) -> void: if not _editor_interface: push_error("Editor interface not available") return var weapon_name = loot_item.get("ItemName") if loot_item else "Unknown" var dimension = "3D" if is_3d else "2D" # Log to dock _log_to_dock("=== Duplicating Weapon (" + dimension + ") ===", Color.CYAN) _log_to_dock("Source: " + weapon_name, Color.CYAN) _log_to_dock("Opening creation dialog with prefilled data...", Color.CYAN) # Also log to Godot console print("Duplicating weapon (", dimension, "): ", weapon_name) weapon_duplication_started.emit(weapon_name, is_3d) # Extract all weapon data into a prefill dictionary var prefill_data = {} # Extract from LootItem if loot_item: prefill_data["weapon_name"] = loot_item.get("ItemName") prefill_data["item_key"] = loot_item.get("ItemKey") prefill_data["short_name"] = loot_item.get("ShortName") prefill_data["description"] = loot_item.get("ItemDescription") prefill_data["sprite_resource"] = loot_item.get("InventorySprite") # Extract from WeaponResource if weapon_data: var bullet_data = weapon_data.get("BulletData") if bullet_data and bullet_data.resource_path: prefill_data["bullet_path"] = bullet_data.resource_path prefill_data["ammo_key"] = weapon_data.get("AmmoKey") prefill_data["priority"] = weapon_data.get("Priority") prefill_data["ammo_per_shot"] = weapon_data.get("AmmoPerShot") prefill_data["rate_of_fire"] = weapon_data.get("RateOfFire") prefill_data["bullet_capacity"] = weapon_data.get("BulletCapacity") prefill_data["reload_time"] = weapon_data.get("ReloadTime") prefill_data["infinite_ammo"] = weapon_data.get("InfiniteAmmo") prefill_data["recharge_time"] = weapon_data.get("RechargeTime") prefill_data["recharge_amount"] = weapon_data.get("RechargeAmount") prefill_data["bullets_per_shot"] = weapon_data.get("BulletsPerShot") prefill_data["spread_angle"] = weapon_data.get("SpreadAngle") prefill_data["random_spread"] = weapon_data.get("RandomSpread") # Open creation dialog with prefilled data var dialog_script = load("res://addons/weapon_creator/WeaponCreatorDialog.gd") var dialog = Window.new() dialog.set_script(dialog_script) # Add to scene tree first get_tree().root.add_child(dialog) # Setup with prefill data using call_deferred to ensure script is ready 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) # Show the dialog dialog.call_deferred("popup_centered") func _on_duplicate_weapon_confirmed(weapon_data: Dictionary) -> void: # Forward the weapon data to be created duplicate_weapon_requested.emit(weapon_data) # Refresh after a short delay to allow file system to update get_tree().create_timer(0.5).timeout.connect(refresh) func _copy_weapon_resource_path(weapon_data: Resource) -> void: if weapon_data and weapon_data.resource_path: DisplayServer.clipboard_set(weapon_data.resource_path) print("Copied weapon resource path: ", weapon_data.resource_path) else: push_warning("No resource path available for weapon (built-in resource)") func _copy_item_resource_path(loot_item: Resource) -> void: if loot_item and loot_item.resource_path: DisplayServer.clipboard_set(loot_item.resource_path) print("Copied item resource path: ", loot_item.resource_path) else: push_warning("No resource path available for item (built-in resource)") func _confirm_delete(loot_item: Resource, weapon_data: Resource) -> void: var item_name: String = loot_item.get("ItemName") var weapon_path = weapon_data.resource_path var loot_item_path = loot_item.resource_path var dialog_text = "Are you REALLY sure you want to delete this weapon?\n\n" dialog_text += "Weapon: " + (item_name if item_name else "Unknown") + "\n\n" dialog_text += "This will delete:\n" dialog_text += "- WeaponResource: " + (weapon_path if weapon_path else "Built-in") + "\n" dialog_text += "- LootItem: " + (loot_item_path if loot_item_path else "Built-in") + "\n" dialog_text += "- Remove the item from ItemsDatabase\n\n" dialog_text += "This action cannot be undone!" var confirm_dialog = ConfirmationDialog.new() confirm_dialog.dialog_text = dialog_text confirm_dialog.title = "Confirm Deletion" confirm_dialog.ok_button_text = "Delete" confirm_dialog.confirmed.connect(_perform_delete.bind(loot_item, weapon_data, confirm_dialog)) confirm_dialog.close_requested.connect(func(): confirm_dialog.queue_free()) confirm_dialog.canceled.connect(func(): confirm_dialog.queue_free()) get_tree().root.add_child(confirm_dialog) confirm_dialog.popup_centered() func _perform_delete(loot_item: Resource, weapon_data: Resource, dialog: ConfirmationDialog) -> void: var weapon_path = weapon_data.resource_path var loot_item_path = loot_item.resource_path var weapon_name = loot_item.get("ItemName") if loot_item else "Unknown" if not weapon_path or not loot_item_path: push_error("Cannot delete built-in resources") dialog.queue_free() return var items_database = load(_items_database_path) if not items_database: push_error("Failed to load ItemsDatabase") dialog.queue_free() return var loot_items = items_database.get("LootItems") if not loot_items: push_error("No LootItems found in database") dialog.queue_free() return var index = loot_items.find(loot_item) if index >= 0: loot_items.remove_at(index) var save_result = ResourceSaver.save(items_database, _items_database_path) if save_result != OK: push_error("Failed to save ItemsDatabase after removing item") var file_system = _editor_interface.get_resource_filesystem() var weapon_deleted_success = false var item_deleted_success = false if DirAccess.remove_absolute(weapon_path) == OK: print("Deleted weapon resource: ", weapon_path) weapon_deleted_success = true else: push_error("Failed to delete weapon resource: ", weapon_path) if DirAccess.remove_absolute(loot_item_path) == OK: print("Deleted loot item resource: ", loot_item_path) item_deleted_success = true else: push_error("Failed to delete loot item resource: ", loot_item_path) if file_system: file_system.scan() dialog.queue_free() # Emit deletion signal and log if both files were deleted successfully if weapon_deleted_success and item_deleted_success: weapon_deleted.emit(weapon_name, weapon_path, loot_item_path) # Log to dock _log_to_dock("=== Weapon Deleted ===", Color.ORANGE) _log_to_dock("Weapon: " + weapon_name, Color.ORANGE) _log_to_dock("✓ Deleted WeaponResource: " + weapon_path, Color.GREEN) _log_to_dock("✓ Deleted LootItem: " + loot_item_path, Color.GREEN) _log_to_dock("✓ Removed from ItemsDatabase", Color.GREEN) refresh() func _on_create_weapon_pressed(is_3d: bool) -> void: if not _editor_interface: push_error("Editor interface not available") return var dialog_script = load("res://addons/weapon_creator/WeaponCreatorDialog.gd") var dialog = Window.new() dialog.set_script(dialog_script) get_tree().root.add_child(dialog) 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")