Initial commit
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@@ -0,0 +1,37 @@
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[gd_scene load_steps=3 format=3 uid="uid://bi320yo04o4hk"]
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[ext_resource type="Texture2D" uid="uid://icwcdyvrtcwe" path="res://test/TestTex1.png" id="1_74hrc"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_u6y0v"]
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albedo_color = Color(0.7176471, 0.7176471, 0.7176471, 1)
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albedo_texture = ExtResource("1_74hrc")
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metallic = 0.7
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[node name="Hallway" type="Node3D"]
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[node name="CSGCombiner3D" type="CSGCombiner3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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material_override = SubResource("StandardMaterial3D_u6y0v")
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use_collision = true
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[node name="CSGBox3D" type="CSGBox3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, -0.5)
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size = Vector3(8, 6, 5)
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[node name="CSGBox3D3" type="CSGBox3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -0.5)
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operation = 2
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size = Vector3(7.5, 4, 4.5)
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[node name="Door" type="CSGBox3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 1, -0.5)
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operation = 2
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size = Vector3(1, 3, 3)
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[node name="Door2" type="CSGBox3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 1, -0.5)
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operation = 2
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size = Vector3(1, 3, 3)
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[node name="OmniLight3D" type="OmniLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.6033916, 0)
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@@ -0,0 +1,88 @@
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class_name FmodBankPathEditorProperty extends EditorProperty
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var path_property_name := "bank_paths"
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var ui: Control
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var last_selected_index := -1
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func _init(open_project_explorer_callable: Callable):
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ui = load("res://addons/fmod/tool/property_editors/FmodBankPathsPropertyEditorUi.tscn").instantiate()
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add_child(ui)
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var add_button: Button = ui.get_node("%AddButton")
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var open_project_explorer_event = func open_project_explorer_event():
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open_project_explorer_callable.call(self._set_path_and_guid)
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add_button.pressed.connect(open_project_explorer_event)
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var remove_button: Button = ui.get_node("%RemoveButton")
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remove_button.pressed.connect(_on_remove_button)
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var manual_add_button: Button = ui.get_node("%ManualAddButton")
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manual_add_button.pressed.connect(_on_manual_add_button)
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var up_button: Button = ui.get_node("%UpButton")
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up_button.pressed.connect(_on_move_button.bind(false))
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var down_button: Button = ui.get_node("%DownButton")
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down_button.pressed.connect(_on_move_button.bind(true))
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func _update_property():
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var bank_list: ItemList = ui.get_node("%BankList")
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bank_list.clear()
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var bank_paths: Array = get_edited_object()[path_property_name]
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for path in bank_paths:
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bank_list.add_item(path)
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if last_selected_index == -1:
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return
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bank_list.select(last_selected_index)
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last_selected_index = -1
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func _set_path_and_guid(path: String, _cancel: String):
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var current_bank_paths: Array = get_edited_object()[path_property_name]
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if current_bank_paths.has(path):
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return
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var bank_paths := Array(current_bank_paths)
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bank_paths.append(path)
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emit_changed(path_property_name, bank_paths)
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func _on_remove_button():
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var bank_list: ItemList = ui.get_node("%BankList")
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var current_bank_paths: Array = get_edited_object()[path_property_name]
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var bank_paths := Array(current_bank_paths)
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var selected_items_indexes: PackedInt32Array = bank_list.get_selected_items()
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if selected_items_indexes.is_empty():
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return
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var item = bank_list.get_item_text(selected_items_indexes[0])
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var in_list_index = bank_paths.find(item)
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bank_paths.remove_at(in_list_index)
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last_selected_index = in_list_index if in_list_index < bank_paths.size() else in_list_index - 1
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emit_changed(path_property_name, bank_paths)
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func _on_manual_add_button():
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var manual_add_line_edit: LineEdit = ui.get_node("%ManualAddLineEdit")
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var to_add: String = manual_add_line_edit.text
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if not to_add.begins_with("res://") || not to_add.ends_with(".bank"):
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return
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_set_path_and_guid(to_add, "")
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manual_add_line_edit.text = ""
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func _on_move_button(is_down: bool):
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var bank_list: ItemList = ui.get_node("%BankList")
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var current_bank_paths: Array = get_edited_object()[path_property_name]
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var bank_paths := Array(current_bank_paths)
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var selected_items_indexes: PackedInt32Array = bank_list.get_selected_items()
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if selected_items_indexes.is_empty():
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return
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var item = bank_list.get_item_text(selected_items_indexes[0])
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var in_list_index = bank_paths.find(item)
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var boundary = current_bank_paths.size() - 1 if is_down else 0
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if in_list_index == boundary:
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return
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var new_index = in_list_index + 1 if is_down else in_list_index - 1
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bank_paths.remove_at(in_list_index)
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bank_paths.insert(new_index, item)
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last_selected_index = new_index
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emit_changed(path_property_name, bank_paths)
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