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160 lines
6.3 KiB
GDScript
160 lines
6.3 KiB
GDScript
@tool
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extends EditorPlugin
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var menu_parent: Node
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var skill_popup: PopupMenu
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var short_cut_popup: PopupMenu
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var skill_cfg_list: Array[SkillCfg]
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var short_cut_path_list: Array[String]
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var selected_skill_file: String
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func _enter_tree():
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var root: Node = EditorInterface.get_editor_main_screen()
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while root.get_parent() != null:
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root = root.get_parent()
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menu_parent = root.get_child(0).get_child(4).get_child(0).get_child(0).get_child(0)
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if not menu_parent:
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print("menu_parent is null")
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return
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## 技能配置
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skill_popup = PopupMenu.new()
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skill_popup.name = "技能配置"
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menu_parent.add_child(skill_popup)
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skill_popup.about_to_popup.connect(skill_popup_about_to_popup)
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skill_popup.index_pressed.connect(skill_popup_index_pressed)
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## 快捷方式
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short_cut_popup = PopupMenu.new()
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short_cut_popup.name = "快捷方式"
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menu_parent.add_child(short_cut_popup)
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short_cut_popup.index_pressed.connect(short_cut_index_pressed)
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add_short_cut("配置-角色", "res://config/character")
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add_short_cut("配置-武器技能", "res://config/skill_player_weapon")
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add_short_cut("资产-技能特效", "res://scene/effect/particle")
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add_short_cut("资产-AI", "res://resource/ai")
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add_short_cut("资产-场景活动物件", "res://scene/level_active")
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add_short_cut("编辑场景-关卡", "res://scene/level/level.tscn")
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add_short_cut("编辑场景-角色", "res://scene/character/character.tscn")
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add_short_cut("打印meshlib-main", "res://resource/mesh_library/mesh_library_main.tres")
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add_short_cut("打印meshlib-sub", "res://resource/mesh_library/mesh_library_sub.tres")
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add_short_cut("打印meshlib-deco1", "res://resource/mesh_library/mesh_library_deco1.tres")
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add_short_cut("打印meshlib-deco2", "res://resource/mesh_library/mesh_library_deco2.tres")
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add_short_cut("打印meshlib-chara", "res://resource/mesh_library/mesh_library_chara.tres")
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add_short_cut("功能-修复meshlib材质", "func_fix_mesh")
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func add_short_cut(target_name: String, path: String):
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short_cut_popup.add_item(target_name)
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short_cut_path_list.append(path)
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func skill_popup_about_to_popup():
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skill_cfg_list.clear()
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skill_popup.set_item_count(0)
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skill_cfg_list = Util.get_all_skill()
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for skill_cfg in skill_cfg_list:
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skill_popup.add_item(skill_cfg.get_res_name())
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func skill_popup_index_pressed(index: int):
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EditorInterface.select_file(skill_cfg_list[index].resource_path)
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func short_cut_index_pressed(index: int):
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var short_cut_path: String = short_cut_path_list[index]
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if short_cut_path.ends_with(".tscn"):
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EditorInterface.select_file(short_cut_path)
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EditorInterface.open_scene_from_path(short_cut_path)
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return
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elif short_cut_path.ends_with(".tres"):
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#todo 目前只有meshlib
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var mesh_library: MeshLibrary = ResourceLoader.load(short_cut_path)
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print("[", short_cut_path, "]")
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for item_id: int in mesh_library.get_item_list():
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var mesh: Mesh = mesh_library.get_item_mesh(item_id)
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var surface_count: int = mesh.get_surface_count()
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var material_name: String = "null"
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if surface_count > 0:
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material_name = mesh.surface_get_material(0).resource_path
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if material_name.begins_with("res://.godot/imported"):
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material_name = "inner"
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elif material_name.begins_with("res://render/material"):
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material_name = material_name.trim_prefix("res://render/material/").trim_suffix(".tres")
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else:
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material_name = "null"
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print("[", item_id, "]", mesh_library.get_item_name(item_id), "::", material_name)
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elif short_cut_path == "func_fix_mesh":
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var material_grid_block: Material = load("res://render/material/level_grid_block.tres") as Material
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var material_grid_mark_white: Material = load("res://render/material/level_grid_mark_white.tres") as Material
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var material_grid_mark_black: Material = load("res://render/material/level_grid_mark_black.tres") as Material
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var material_grid_mark_green: Material = load("res://render/material/level_grid_mark_green.tres") as Material
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var dir_path: String = "res://resource/mesh_library"
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var dir: DirAccess = DirAccess.open(dir_path)
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for file: String in dir.get_files():
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var path: String = dir_path + "/" + file
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var res: Resource = load(path)
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var fix_count: int = 0
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if not res is MeshLibrary:
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continue
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var mesh_library: MeshLibrary = res as MeshLibrary
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for item_id: int in mesh_library.get_item_list():
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var mesh: Mesh = mesh_library.get_item_mesh(item_id)
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var mesh_name: String = mesh_library.get_item_name(item_id)
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var material_set: Material = material_grid_block
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if mesh_name.contains("mark_black"):
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material_set = material_grid_mark_black
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elif mesh_name.contains("mark_white"):
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material_set = material_grid_mark_white
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elif mesh_name.contains("mark_green"):
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material_set = material_grid_mark_green
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for surface_id: int in range(mesh.get_surface_count()):
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if not mesh.surface_get_material(surface_id) == material_set:
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fix_count += 1
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mesh.surface_set_material(surface_id, material_set)
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ResourceSaver.save(mesh, mesh.get_path())
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ResourceSaver.save(res, path)
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print("修复meshlib材质(", fix_count, "):", path)
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else:
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EditorInterface.select_file(short_cut_path)
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func _process(delta: float) -> void:
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var selected_paths: PackedStringArray = EditorInterface.get_selected_paths()
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if len(selected_paths) != 1:
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return
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var selected_path: String = selected_paths[0]
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if selected_skill_file == selected_path:
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return
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selected_skill_file = selected_path
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if not selected_path.ends_with(".tres"):
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return
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var res := ResourceLoader.load(selected_path)
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if not res is SkillCfg:
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return
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var skill_cfg: SkillCfg = res as SkillCfg
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if not skill_cfg.skill_animation:
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return
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EditorInterface.open_scene_from_path("res://scene/character/character.tscn")
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var root: Node = EditorInterface.get_edited_scene_root()
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var character_skill: AnimationPlayer = root.find_child("Skill") as AnimationPlayer
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var animation_name: String = "animation_library/%s" % Util.get_resource_name(res)
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if not character_skill.has_animation(animation_name):
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print("技能动画不存在:", animation_name)
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return
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character_skill.current_animation = animation_name
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EditorInterface.edit_node(character_skill)
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EditorInterface.edit_resource(res)
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func _exit_tree():
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remove_tool_menu_item("Test")
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if skill_popup: skill_popup.queue_free()
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if short_cut_popup: short_cut_popup.queue_free()
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