mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-13 20:15:53 +00:00
- Implement BulletCreatorDialog for configuring bullet parameters. - Introduce BulletViewer to display bullets in a grid format. - Add filtering options for 2D and 3D bullets in the viewer. - Enhance WeaponCreatorDock to include bullet creation functionality.
153 lines
4.8 KiB
GDScript
153 lines
4.8 KiB
GDScript
@tool
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extends PanelContainer
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# UI dock for the Weapon Creator plugin
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# Provides tabs for weapons and bullets, with creation dialogs and logs
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signal create_weapon_requested(weapon_data: Dictionary)
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signal create_bullet_requested(bullet_data: Dictionary)
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# UI elements
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var clear_button: Button
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var log_output: RichTextLabel
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var weapon_viewer: PanelContainer
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var bullet_viewer: PanelContainer
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var tab_container: TabContainer
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var _is_creating: bool = false
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var _editor_interface: EditorInterface
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func setup(editor_interface: EditorInterface) -> void:
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_editor_interface = editor_interface
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func _ready() -> void:
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_build_ui()
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func _build_ui() -> void:
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# Main margin container
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var margin = MarginContainer.new()
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margin.add_theme_constant_override("margin_left", 8)
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margin.add_theme_constant_override("margin_top", 8)
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margin.add_theme_constant_override("margin_right", 8)
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margin.add_theme_constant_override("margin_bottom", 8)
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add_child(margin)
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# Main vbox
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var vbox = VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 8)
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margin.add_child(vbox)
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# Horizontal split container for tabs and log
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var hsplit = HSplitContainer.new()
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hsplit.size_flags_vertical = Control.SIZE_EXPAND_FILL
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vbox.add_child(hsplit)
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# Log section (left side)
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var log_vbox = VBoxContainer.new()
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log_vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_vbox.add_theme_constant_override("separation", 4)
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hsplit.add_child(log_vbox)
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# Tab Container for Weapons and Bullets (right side)
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tab_container = TabContainer.new()
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tab_container.custom_minimum_size = Vector2(300, 0)
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tab_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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hsplit.add_child(tab_container)
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# Weapon Viewer Tab
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var weapon_viewer_script = load("res://addons/weapon_creator/WeaponViewer.gd")
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weapon_viewer = PanelContainer.new()
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weapon_viewer.set_script(weapon_viewer_script)
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weapon_viewer.name = "Weapons"
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weapon_viewer.duplicate_weapon_requested.connect(_on_weapon_data_confirmed)
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weapon_viewer.weapon_deleted.connect(_on_weapon_deleted)
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weapon_viewer.weapon_duplication_started.connect(_on_weapon_duplication_started)
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tab_container.add_child(weapon_viewer)
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# Bullet Viewer Tab
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var bullet_viewer_script = load("res://addons/weapon_creator/BulletViewer.gd")
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bullet_viewer = PanelContainer.new()
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bullet_viewer.set_script(bullet_viewer_script)
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bullet_viewer.name = "Bullets"
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bullet_viewer.duplicate_bullet_requested.connect(_on_bullet_data_confirmed)
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bullet_viewer.bullet_deleted.connect(_on_bullet_deleted)
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bullet_viewer.bullet_duplication_started.connect(_on_bullet_duplication_started)
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tab_container.add_child(bullet_viewer)
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# Setup after adding to scene tree
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if _editor_interface:
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weapon_viewer.setup(_editor_interface, self)
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bullet_viewer.setup(_editor_interface, self)
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# Log header with label and clear button
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var log_header_hbox = HBoxContainer.new()
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log_vbox.add_child(log_header_hbox)
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var log_label = Label.new()
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log_label.text = "Output Log:"
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log_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_header_hbox.add_child(log_label)
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clear_button = Button.new()
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clear_button.text = "Clear Log"
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clear_button.pressed.connect(_on_clear_button_pressed)
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log_header_hbox.add_child(clear_button)
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var log_scroll = ScrollContainer.new()
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log_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
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log_vbox.add_child(log_scroll)
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log_output = RichTextLabel.new()
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log_output.bbcode_enabled = true
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log_output.scroll_following = true
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log_output.selection_enabled = true
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log_output.context_menu_enabled = true
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log_output.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_output.size_flags_vertical = Control.SIZE_EXPAND_FILL
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log_scroll.add_child(log_output)
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func _on_weapon_data_confirmed(weapon_data: Dictionary) -> void:
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if _is_creating:
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return
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_is_creating = true
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log_output.clear()
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create_weapon_requested.emit(weapon_data)
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func _on_clear_button_pressed() -> void:
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log_output.clear()
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func _on_weapon_deleted(weapon_name: String, weapon_path: String, item_path: String) -> void:
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pass
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func _on_weapon_duplication_started(weapon_name: String, is_3d: bool) -> void:
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pass
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func _on_bullet_data_confirmed(bullet_data: Dictionary) -> void:
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if _is_creating:
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return
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_is_creating = true
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create_bullet_requested.emit(bullet_data)
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func _on_bullet_deleted(bullet_name: String, bullet_path: String) -> void:
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# Logging is handled directly in BulletViewer
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pass
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func _on_bullet_duplication_started(bullet_name: String, is_3d: bool) -> void:
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# Logging is handled directly in BulletViewer
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pass
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func add_log(message: String, color: Color = Color.WHITE) -> void:
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# Add colored message to log output
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log_output.append_text("[color=#" + color.to_html(false) + "]" + message + "[/color]\n")
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func set_creation_complete() -> void:
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_is_creating = false
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if weapon_viewer:
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weapon_viewer.call("refresh_weapons")
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if bullet_viewer:
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bullet_viewer.call("refresh_bullets")
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