@tool extends EditorPlugin var menu_parent: Node var skill_popup: PopupMenu var short_cut_popup: PopupMenu var skill_cfg_list: Array[SkillCfg] var short_cut_path_list: Array[String] var selected_skill_file: String func _enter_tree(): var root: Node = EditorInterface.get_editor_main_screen() while root.get_parent() != null: root = root.get_parent() menu_parent = root.get_child(0).get_child(4).get_child(0).get_child(0).get_child(0) if not menu_parent: print("menu_parent is null") return ## 技能配置 skill_popup = PopupMenu.new() skill_popup.name = "技能配置" menu_parent.add_child(skill_popup) skill_popup.about_to_popup.connect(skill_popup_about_to_popup) skill_popup.index_pressed.connect(skill_popup_index_pressed) ## 快捷方式 short_cut_popup = PopupMenu.new() short_cut_popup.name = "快捷方式" menu_parent.add_child(short_cut_popup) short_cut_popup.index_pressed.connect(short_cut_index_pressed) add_short_cut("配置-角色", "res://config/character") add_short_cut("配置-武器技能", "res://config/skill_player_weapon") add_short_cut("资产-技能特效", "res://scene/effect/particle") add_short_cut("资产-AI", "res://scene/ai") func add_short_cut(target_name: String, path: String): short_cut_popup.add_item(target_name) short_cut_path_list.append(path) func skill_popup_about_to_popup(): skill_cfg_list.clear() skill_popup.set_item_count(0) skill_cfg_list = Util.get_all_skill() for skill_cfg in skill_cfg_list: skill_popup.add_item(skill_cfg.get_res_name()) func skill_popup_index_pressed(index: int): EditorInterface.select_file(skill_cfg_list[index].resource_path) func short_cut_index_pressed(index: int): EditorInterface.select_file(short_cut_path_list[index]) func _process(delta: float) -> void: var selected_paths: PackedStringArray = EditorInterface.get_selected_paths() if len(selected_paths) != 1: return var selected_path: String = selected_paths[0] if selected_skill_file == selected_path: return selected_skill_file = selected_path if not selected_path.ends_with(".tres"): return var res := ResourceLoader.load(selected_path) if not res is SkillCfg: return var skill_cfg: SkillCfg = res as SkillCfg if not skill_cfg.skill_animation: return EditorInterface.open_scene_from_path("res://scene/character/character.tscn") var root: Node = EditorInterface.get_edited_scene_root() var character_skill: AnimationPlayer = root.find_child("Skill") as AnimationPlayer var animation_name: String = "animation_library/%s" % Util.get_resource_name(res) if not character_skill.has_animation(animation_name): print("技能动画不存在:", animation_name) return character_skill.current_animation = animation_name EditorInterface.edit_node(character_skill) EditorInterface.edit_resource(res) func _exit_tree(): remove_tool_menu_item("Test") if skill_popup: skill_popup.queue_free() if short_cut_popup: short_cut_popup.queue_free()