working with new sprites

This commit is contained in:
Altaezio
2026-02-18 18:25:43 +01:00
parent 78072c7886
commit 53107b5f71
100 changed files with 1244 additions and 951 deletions

View File

@@ -1,82 +1,55 @@
@tool
extends Sprite2D
class_name PlantPartScene
class_name PlantPartBuilder
@export var part_name: String
@export_tool_button("Load resource") var load_resource_button = load_resource
@export var root: Node2D
@export var attaches: Node
@export var bottom_attaches: Node
@export var type: PlantPart.PartType
@export var is_back: bool
@export var base_attachable: bool
@export var bottom_attachable: bool
@export var branch_attachable: bool
@export var root: PlantAttachBuilder
@export var attaches: Node
@export_tool_button("Save as resource") var save_as_resource_button = save_as_resource
func load_resource():
var destination := "res://entities/plants/resources/plant_parts/" + part_name + ".tres"
print("Loading: ", part_name, " at: ", destination)
var plant_part = ResourceLoader.load(destination)
if plant_part is PlantPart:
root.position = plant_part.root
var plant_part: PlantPart = ResourceLoader.load(destination) as PlantPart
if plant_part:
texture = plant_part.texture
type = plant_part.type
root.position = plant_part.root.position
root.attach_types = plant_part.root.attach_types
var attaches_children := attaches.get_children()
for i in maxi(attaches_children.size(), plant_part.attaches.size()):
if i < attaches_children.size() && i < plant_part.attaches.size():
attaches_children[i].position = plant_part.attaches[i]
attaches_children[i].position = plant_part.attaches[i].position
elif i >= attaches_children.size():
var new_child = Node2D.new()
var new_child = PlantAttachBuilder.new()
new_child.name = "attach" + str(i)
new_child.position = plant_part.attaches[i]
new_child.position = plant_part.attaches[i].position
new_child.attach_types = plant_part.attaches[i].attach_types
attaches.add_child(new_child)
new_child.set_owner(self )
elif i >= plant_part.attaches.size():
attaches_children[i].free()
else:
printerr("Invalid code path")
var bottom_attaches_children := bottom_attaches.get_children()
for i in maxi(bottom_attaches_children.size(), plant_part.bottom_attaches.size()):
if i < bottom_attaches_children.size() && i < plant_part.bottom_attaches.size():
bottom_attaches_children[i].position = plant_part.bottom_attaches[i]
elif i >= bottom_attaches_children.size():
var new_child = Node2D.new()
new_child.name = "bottom_attach" + str(i)
new_child.position = plant_part.bottom_attaches[i]
bottom_attaches.add_child(new_child)
new_child.set_owner(self )
elif i >= plant_part.bottom_attaches.size():
bottom_attaches_children[i].free()
else:
printerr("Invalid code path")
type = plant_part.type
is_back = plant_part.is_back
base_attachable = plant_part.base_attachable
bottom_attachable = plant_part.bottom_attachable
branch_attachable = plant_part.branch_attachable
else:
printerr("Error loading ", part_name)
func save_as_resource():
var destination := "res://entities/plants/resources/plant_parts/" + part_name + ".tres"
print("Saving: ", part_name, " at: ", destination)
var attaches_vec2: Array[Vector2]
var attaches_vec2: Array[PlantAttach]
for attach in attaches.get_children():
attaches_vec2.append(attach.position)
var bottom_attaches_vec2: Array[Vector2]
for bottom_attach in bottom_attaches.get_children():
bottom_attaches_vec2.append(bottom_attach.position)
attaches_vec2.append(PlantAttachBuilder.to_plant_attach(attach))
var plant_part = PlantPart.new()
plant_part.init(texture, root.position, attaches_vec2, bottom_attaches_vec2, type, is_back, base_attachable, bottom_attachable, branch_attachable)
var err := ResourceSaver.save(plant_part, destination)
plant_part.init(texture, type, PlantAttachBuilder.to_plant_attach(root), attaches_vec2)
plant_part.resource_name = part_name
var err := ResourceSaver.save(plant_part, destination, ResourceSaver.FLAG_REPLACE_SUBRESOURCE_PATHS)
if err != OK:
printerr("Error saving resource: ", error_string(err))
else: