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37 lines
1.3 KiB
GDScript

2 years ago
@tool
extends EditorPlugin
const PLUGIN_SCRIPTS: Array[GDScript] = [
preload("editor_import_plugins/sprite_frames.gd"),
]
const Common = preload("common.gd")
const ImportPlugin = preload("editor_import_plugins/_animation_importer_base.gd")
var __import_plugins: Array[ImportPlugin]
var common_options: Array[Dictionary] = Common.create_common_animation_options()
func _enter_tree() -> void:
__register_project_setting(
Common.ASEPRITE_EXECUTABLE_PATH_SETTING_NAME, "",
TYPE_STRING, PROPERTY_HINT_GLOBAL_FILE, "*.exe")
for plugin_script in PLUGIN_SCRIPTS:
var import_plugin = plugin_script.new(self)
add_import_plugin(import_plugin)
__import_plugins.append(import_plugin)
func _exit_tree() -> void:
for import_plugin in __import_plugins:
remove_import_plugin(import_plugin)
__import_plugins.clear()
func __register_project_setting(name: StringName, initial_value, type: int, hint: int, hint_string: String = "") -> void:
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(name, initial_value)
ProjectSettings.set_initial_value(name, initial_value)
var property_info: Dictionary = { name = name, type = type, hint = hint }
if hint_string: property_info.hint_string = hint_string
ProjectSettings.add_property_info(property_info)