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https://gitlab.com/MaddoScientisto/cirnogodot.git
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- 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.
327 lines
13 KiB
GDScript
327 lines
13 KiB
GDScript
@tool
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extends EditorPlugin
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# Editor plugin that provides a UI for creating 3D weapons with all required resources
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# Adds a dock panel to the editor with input fields and a create button
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var dock_instance: PanelContainer
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func _enter_tree() -> void:
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# Load the dock script and instantiate programmatically
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var dock_script = load("res://addons/weapon_creator/WeaponCreatorDock.gd")
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dock_instance = PanelContainer.new()
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dock_instance.set_script(dock_script)
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# Pass editor interface to dock
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dock_instance.call("setup", get_editor_interface())
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# Connect the create button signal from the dock
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if dock_instance.has_signal("create_weapon_requested"):
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dock_instance.create_weapon_requested.connect(_on_create_weapon_requested)
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if dock_instance.has_signal("create_bullet_requested"):
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dock_instance.create_bullet_requested.connect(_on_create_bullet_requested)
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# Add the dock to the editor (bottom dock area)
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add_control_to_bottom_panel(dock_instance, "Weapon Creator")
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func _exit_tree() -> void:
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# Cleanup when plugin is disabled
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if dock_instance:
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remove_control_from_bottom_panel(dock_instance)
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dock_instance.queue_free()
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func _on_create_weapon_requested(weapon_data: Dictionary) -> void:
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# Extract data from the dictionary
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var weapon_name: String = weapon_data.get("weapon_name", "New Weapon")
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var weapon_item_key: String = weapon_data.get("weapon_item_key", "NEW_WEAPON")
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var ammo_key: String = weapon_data.get("ammo_key", "")
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var weapon_short_name: String = weapon_data.get("weapon_short_name", "NW-1")
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var weapon_description: String = weapon_data.get("weapon_description", "A new weapon")
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var sprite_resource: Texture2D = weapon_data.get("sprite_resource", null)
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var default_bullet_path: String = weapon_data.get("default_bullet_path", "res://Resources/Bullets/3D/icicle_repeater_bullets_3D.tres")
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var is_3d: bool = weapon_data.get("is_3d", true)
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# Weapon stats
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var priority: int = weapon_data.get("priority", 10)
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var ammo_per_shot: int = weapon_data.get("ammo_per_shot", 1)
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var rate_of_fire: float = weapon_data.get("rate_of_fire", 0.2)
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var bullet_capacity: int = weapon_data.get("bullet_capacity", 50)
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var reload_time: float = weapon_data.get("reload_time", 1.0)
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var infinite_ammo: bool = weapon_data.get("infinite_ammo", false)
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var recharge_time: float = weapon_data.get("recharge_time", 0.5)
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var recharge_amount: int = weapon_data.get("recharge_amount", 5)
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var bullets_per_shot: int = weapon_data.get("bullets_per_shot", 1)
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var spread_angle: float = weapon_data.get("spread_angle", 0.0)
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var random_spread: float = weapon_data.get("random_spread", 0.0)
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# Append 2D or 3D to the end of the key
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var dimension_suffix = "_3D" if is_3d else "_2D"
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var weapon_resource_path: String = "res://Resources/Weapons/" + weapon_item_key + dimension_suffix + ".tres"
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var item_resource_path: String = "res://Resources/Items/" + weapon_item_key + "_Item" + dimension_suffix + ".tres"
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var items_database_path: String = "res://Resources/ItemsDatabase.tres"
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# Feedback to the UI
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dock_instance.call("add_log", "=== Starting Weapon Creation ===")
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dock_instance.call("add_log", "Weapon Name: " + weapon_name)
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dock_instance.call("add_log", "Item Key: " + weapon_item_key)
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# Step 1: Create WeaponResource
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if _create_weapon_resource(weapon_resource_path, weapon_name, weapon_item_key, ammo_key, default_bullet_path,
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priority, ammo_per_shot, rate_of_fire, bullet_capacity, reload_time,
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infinite_ammo, recharge_time, recharge_amount, bullets_per_shot,
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spread_angle, random_spread):
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dock_instance.call("add_log", "✓ Created WeaponResource at: " + weapon_resource_path, Color.GREEN)
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else:
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dock_instance.call("add_log", "✗ Failed to create WeaponResource", Color.RED)
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dock_instance.call("set_creation_complete")
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return
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# Step 2: Create LootItem resource
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if _create_loot_item_resource(item_resource_path, weapon_name, weapon_short_name,
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weapon_description, weapon_item_key, weapon_resource_path, sprite_resource, is_3d):
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dock_instance.call("add_log", "✓ Created LootItem at: " + item_resource_path, Color.GREEN)
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else:
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dock_instance.call("add_log", "✗ Failed to create LootItem", Color.RED)
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dock_instance.call("set_creation_complete")
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return
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# Step 3: Add to ItemsDatabase
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if _add_to_items_database(items_database_path, item_resource_path):
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dock_instance.call("add_log", "✓ Added to ItemsDatabase", Color.GREEN)
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else:
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dock_instance.call("add_log", "✗ Failed to add to ItemsDatabase", Color.RED)
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dock_instance.call("set_creation_complete")
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return
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dock_instance.call("add_log", "=== Weapon Creation Complete ===", Color.CYAN)
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dock_instance.call("add_log", "Next steps:")
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dock_instance.call("add_log", "1. Add sounds to the weapon resource if needed")
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dock_instance.call("add_log", "2. Test the weapon in-game")
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dock_instance.call("set_creation_complete")
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# Refresh the filesystem
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get_editor_interface().get_resource_filesystem().scan()
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func _create_weapon_resource(path: String, weapon_name: String, item_key: String, ammo_key: String, bullet_path: String,
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priority: int, ammo_per_shot: int, rate_of_fire: float, bullet_capacity: int,
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reload_time: float, infinite_ammo: bool, recharge_time: float,
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recharge_amount: int, bullets_per_shot: int, spread_angle: float,
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random_spread: float) -> bool:
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# Check if file already exists
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if ResourceLoader.exists(path):
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dock_instance.call("add_log", "Warning: WeaponResource already exists at " + path, Color.YELLOW)
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return false
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# Load the WeaponResource script
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var weapon_script = load("res://Scripts/Resources/WeaponResource.cs")
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if weapon_script == null:
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dock_instance.call("add_log", "Error: Could not load WeaponResource.cs script", Color.RED)
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return false
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# Load the bullet resource
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var bullet_resource = load(bullet_path)
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if bullet_resource == null:
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dock_instance.call("add_log", "Error: Could not load bullet resource from " + bullet_path, Color.RED)
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return false
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# Create new WeaponResource
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var weapon_resource = Resource.new()
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weapon_resource.set_script(weapon_script)
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# Set basic properties
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weapon_resource.set("Name", weapon_name)
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weapon_resource.set("BulletData", bullet_resource)
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weapon_resource.set("ItemKey", item_key)
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weapon_resource.set("AmmoKey", ammo_key)
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# Set weapon stats
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weapon_resource.set("Priority", priority)
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weapon_resource.set("AmmoPerShot", ammo_per_shot)
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weapon_resource.set("RateOfFire", rate_of_fire)
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weapon_resource.set("BulletCapacity", bullet_capacity)
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weapon_resource.set("ReloadTime", reload_time)
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weapon_resource.set("InfiniteAmmo", infinite_ammo)
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weapon_resource.set("AutoReload", true)
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weapon_resource.set("RechargeTime", recharge_time)
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weapon_resource.set("RechargeAmount", recharge_amount)
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weapon_resource.set("BulletsPerShot", bullets_per_shot)
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weapon_resource.set("SpreadAngle", spread_angle)
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weapon_resource.set("RandomSpread", random_spread)
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# Save the resource
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var err = ResourceSaver.save(weapon_resource, path)
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if err != OK:
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dock_instance.call("add_log", "Error saving WeaponResource: " + str(err), Color.RED)
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return false
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return true
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func _create_loot_item_resource(path: String, item_name: String, short_name: String,
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description: String, item_key: String,
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weapon_resource_path: String, sprite_resource: Texture2D, is_3d: bool) -> bool:
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# Check if file already exists
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if ResourceLoader.exists(path):
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dock_instance.call("add_log", "Warning: LootItem already exists at " + path, Color.YELLOW)
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return false
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# Load the LootItem script
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var loot_item_script = load("res://Scripts/Resources/LootItem.cs")
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if loot_item_script == null:
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dock_instance.call("add_log", "Error: Could not load LootItem.cs script", Color.RED)
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return false
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# Load the weapon resource we just created
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var weapon_resource = load(weapon_resource_path)
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if weapon_resource == null:
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dock_instance.call("add_log", "Error: Could not load weapon resource from " + weapon_resource_path, Color.RED)
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return false
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# Create new LootItem
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var loot_item = Resource.new()
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loot_item.set_script(loot_item_script)
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# Set properties
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loot_item.set("ItemName", item_name)
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loot_item.set("ShortName", short_name)
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loot_item.set("ItemDescription", description)
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loot_item.set("ItemKey", item_key)
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# ItemTypes.Weapon enum value
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var item_types_script = load("res://Scripts/ItemTypes.cs")
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var weapon_enum_value = 9 # ItemTypes.Weapon = 9 (from enum definition)
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loot_item.set("Item", weapon_enum_value)
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# Set weapon data in appropriate property based on mode
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if is_3d:
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loot_item.set("WeaponData3D", weapon_resource)
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else:
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loot_item.set("WeaponData", weapon_resource)
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loot_item.set("Amount", 1)
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loot_item.set("Max", 1)
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loot_item.set("Selectable", true)
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loot_item.set("DropScenePath3D", "res://Scenes/Items/GenericItem3D.tscn")
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# Set sprite if provided (supports all Texture2D types including AtlasTexture)
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if sprite_resource != null:
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loot_item.set("InventorySprite", sprite_resource)
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var sprite_type = sprite_resource.get_class()
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dock_instance.call("add_log", "✓ Set inventory sprite (" + sprite_type + ")", Color.GREEN)
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# Save the resource
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var err = ResourceSaver.save(loot_item, path)
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if err != OK:
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dock_instance.call("add_log", "Error saving LootItem: " + str(err), Color.RED)
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return false
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return true
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func _add_to_items_database(database_path: String, item_resource_path: String) -> bool:
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# Load the ItemsDatabase
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var items_database = load(database_path)
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if items_database == null:
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dock_instance.call("add_log", "Error: Could not load ItemsDatabase from " + database_path, Color.RED)
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return false
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# Load the item we just created
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var new_item = load(item_resource_path)
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if new_item == null:
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dock_instance.call("add_log", "Error: Could not load item from " + item_resource_path, Color.RED)
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return false
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# Get current items array
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var loot_items = items_database.get("LootItems")
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if loot_items == null:
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dock_instance.call("add_log", "Error: Could not get LootItems array from database", Color.RED)
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return false
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# Check if item already exists
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for item in loot_items:
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if item.resource_path == item_resource_path:
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dock_instance.call("add_log", "Warning: Item already exists in database", Color.YELLOW)
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return false
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# Append the new item
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loot_items.append(new_item)
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items_database.set("LootItems", loot_items)
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# Save the database
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var err = ResourceSaver.save(items_database, database_path)
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if err != OK:
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dock_instance.call("add_log", "Error saving ItemsDatabase: " + str(err), Color.RED)
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return false
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return true
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func _on_create_bullet_requested(bullet_data: Dictionary) -> void:
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var bullet_name: String = bullet_data.get("bullet_name", "new_bullet")
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var is_3d: bool = bullet_data.get("is_3d", true)
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var bullets_dir = "res://Resources/Bullets/"
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if is_3d:
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bullets_dir += "3D/"
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var bullet_path = bullets_dir + bullet_name + ".tres"
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dock_instance.call("add_log", "=== Starting Bullet Creation ===")
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dock_instance.call("add_log", "Bullet Name: " + bullet_name)
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dock_instance.call("add_log", "Mode: " + ("3D" if is_3d else "2D"))
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if _create_bullet_resource(bullet_path, bullet_data):
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dock_instance.call("add_log", "✓ Created BulletResource at: " + bullet_path, Color.GREEN)
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else:
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dock_instance.call("add_log", "✗ Failed to create BulletResource", Color.RED)
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dock_instance.call("set_creation_complete")
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return
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dock_instance.call("add_log", "=== Bullet Creation Complete ===", Color.CYAN)
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dock_instance.call("add_log", "Next steps:")
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dock_instance.call("add_log", "1. Test the bullet in-game")
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dock_instance.call("add_log", "2. Adjust properties as needed")
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dock_instance.call("set_creation_complete")
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get_editor_interface().get_resource_filesystem().scan()
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func _create_bullet_resource(path: String, bullet_data: Dictionary) -> bool:
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if ResourceLoader.exists(path):
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dock_instance.call("add_log", "Warning: BulletResource already exists at " + path, Color.YELLOW)
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return false
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var bullet_script = load("res://Scripts/Resources/BulletResource.cs")
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if bullet_script == null:
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dock_instance.call("add_log", "Error: Could not load BulletResource.cs script", Color.RED)
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return false
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var bullet_resource = Resource.new()
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bullet_resource.set_script(bullet_script)
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# Set properties from bullet_data
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var bullet_sprite = bullet_data.get("bullet_sprite", null)
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if bullet_sprite:
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bullet_resource.set("BulletSprite", bullet_sprite)
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var bullet_scene = bullet_data.get("bullet_scene", null)
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if bullet_scene:
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bullet_resource.set("BulletScene", bullet_scene)
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bullet_resource.set("BulletSize", bullet_data.get("bullet_size", 1.0))
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bullet_resource.set("BulletSpeed", bullet_data.get("bullet_speed", 100.0))
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bullet_resource.set("BulletDamage", bullet_data.get("bullet_damage", 1.0))
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bullet_resource.set("MaxDamage", bullet_data.get("max_damage", 1.0))
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bullet_resource.set("Knockback", bullet_data.get("knockback", 1.0))
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bullet_resource.set("LifeTime", bullet_data.get("life_time", 10.0))
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bullet_resource.set("GrazeValue", bullet_data.get("graze_value", 0.2))
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var destruction_particles = bullet_data.get("destruction_particles_scene", null)
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if destruction_particles:
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bullet_resource.set("DestructionParticlesScene", destruction_particles)
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# Set default Direction
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bullet_resource.set("Direction", Vector2.RIGHT)
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var err = ResourceSaver.save(bullet_resource, path)
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if err != OK:
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dock_instance.call("add_log", "Error saving BulletResource: " + str(err), Color.RED)
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return false
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return true
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