@@ -32,7 +32,7 @@ const ZOOM_FACTOR: float = 1.1
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@onready var _mouse_override : Control = % MouseOverride
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@onready var _zoom_label : Label = % ZoomLabel
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- var _current_bsd : BlockScriptData
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+ var _current_block_script : BlockScriptSerialization
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var _block_scenes_by_class = {}
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var _panning := false
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var zoom : float :
@@ -95,12 +95,12 @@ func set_child(n: Node):
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set_child (c )
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- func bsd_selected ( bsd : BlockScriptData ):
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+ func block_script_selected ( block_script : BlockScriptSerialization ):
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clear_canvas ()
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var edited_node = EditorInterface .get_inspector ().get_edited_object () as Node
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- if bsd != _current_bsd :
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+ if block_script != _current_block_script :
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_window .position = Vector2 (0 , 0 )
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zoom = 1
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@@ -114,18 +114,18 @@ func bsd_selected(bsd: BlockScriptData):
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_open_scene_button .disabled = true
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_replace_block_code_button .disabled = true
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- if bsd != null :
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- _load_bsd ( bsd )
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+ if block_script != null :
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+ _load_block_script ( block_script )
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_window .visible = true
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_zoom_label .visible = true
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- if bsd != _current_bsd :
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+ if block_script != _current_block_script :
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reset_window_position ()
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elif edited_node == null :
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_empty_box .visible = true
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elif BlockCodePlugin .node_has_block_code (edited_node ):
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# If the selected node has a block code node, but BlockCodePlugin didn't
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- # provide it to bsd_selected , we assume the block code itself is not
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+ # provide it to block_script_selected , we assume the block code itself is not
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# editable. In that case, provide options to either edit the node's
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# scene file, or override the BlockCode node. This is mostly to avoid
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# creating a situation where a node has multiple BlockCode nodes.
@@ -138,21 +138,14 @@ func bsd_selected(bsd: BlockScriptData):
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_selected_node_label .text = _selected_node_label_format .format ({"node" : edited_node .name })
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_add_block_code_button .disabled = false
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- _current_bsd = bsd
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+ _current_block_script = block_script
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- func _load_bsd ( bsd : BlockScriptData ):
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- for tree in bsd .block_trees :
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+ func _load_block_script ( block_script : BlockScriptSerialization ):
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+ for tree in block_script .block_trees :
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load_tree (_window , tree )
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- func scene_has_bsd_nodes () -> bool :
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- var scene_root = EditorInterface .get_edited_scene_root ()
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- if not scene_root :
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- return false
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- return scene_root .find_children ("*" , "BlockCode" ).size () > 0
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-
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-
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func clear_canvas ():
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for child in _window .get_children ():
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_window .remove_child (child )
@@ -184,8 +177,8 @@ func rebuild_block_trees(undo_redo):
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var block_trees : Array [BlockSerialization ]
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for c in _window .get_children ():
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block_trees .append (build_tree (c , undo_redo ))
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- undo_redo .add_undo_property (_current_bsd , "block_trees" , _current_bsd .block_trees )
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- undo_redo .add_do_property (_current_bsd , "block_trees" , block_trees )
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+ undo_redo .add_undo_property (_current_block_script , "block_trees" , _current_block_script .block_trees )
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+ undo_redo .add_do_property (_current_block_script , "block_trees" , block_trees )
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func build_tree (block : Block , undo_redo : EditorUndoRedoManager ) -> BlockSerialization :
@@ -325,6 +318,6 @@ func set_mouse_override(override: bool):
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_mouse_override .mouse_default_cursor_shape = Control .CURSOR_ARROW
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- func generate_script_from_current_window (bsd : BlockScriptData ) -> String :
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+ func generate_script_from_current_window (block_script : BlockScriptSerialization ) -> String :
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# TODO: implement multiple windows
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- return InstructionTree .generate_script_from_nodes (_window .get_children (), bsd )
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+ return InstructionTree .generate_script_from_nodes (_window .get_children (), block_script )
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