@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)