Merge pull request #192 from vnen/import-plugin

Add a proper import plugin demo
This commit is contained in:
Rémi Verschelde
2018-01-14 21:44:46 +01:00
committed by GitHub
9 changed files with 104 additions and 27 deletions

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@@ -0,0 +1,63 @@
tool
extends EditorImportPlugin
enum Presets { PRESET_DEFAULT }
func get_importer_name():
return "demos.sillymaterial"
func get_visible_name():
return "Silly Material"
func get_recognized_extensions():
return ["mtxt"]
func get_save_extension():
return "res"
func get_resource_type():
return "Material"
func get_preset_count():
return 1
func get_preset_name(preset):
match preset:
PRESET_DEFAULT: return "Default"
_ : return "Unknown"
func get_import_options(preset):
match preset:
PRESET_DEFAULT:
return [{
"name": "use_red_anyway",
"default_value": false
}]
_: return []
func get_option_visibility(option, options):
return true
func import(source_file, save_path, options, r_platform_variants, r_gen_files):
var file = File.new()
var err = file.open(source_file, File.READ)
if (err != OK):
return err
var line = file.get_line()
file.close()
var channels = line.split(",")
if channels.size() != 3:
return ERR_PARSE_ERROR
var color = Color8(int(channels[0]), int(channels[1]), int(channels[2]))
var material = SpatialMaterial.new()
if options.use_red_anyway:
color = Color8(255, 0, 0)
material.albedo_color = color
return ResourceSaver.save("%s.%s" % [save_path, get_save_extension()], material)

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@@ -1,24 +1,13 @@
# A simple (and silly) material resource plugin. Allows you to make a really simple material
# from a custom dock, that you can save and load, and apply to selected MeshInstances.
#
# SPECIAL NOTE: This technically should be using EditorImportPlugin and EditorExportPlugin
# to handle the input and output of the silly material. However, currently you cannot export
# custom resources in Godot, so instead we're using JSON files instead.
# |
# This example should be replaced when EditorImportPlugin and EditorExportPlugin are both
# fully working and you can save custom resources.
tool
extends EditorPlugin
var io_material_dialog;
var import_plugin
func _enter_tree():
io_material_dialog = preload("res://addons/custom_import_plugin/Custom_material_dock.tscn").instance()
io_material_dialog.editor_interface = get_editor_interface();
add_control_to_dock( DOCK_SLOT_LEFT_UL, io_material_dialog )
import_plugin = preload("import_plugin.gd").new()
add_import_plugin(import_plugin)
func _exit_tree():
remove_control_from_docks(io_material_dialog)
remove_import_plugin(import_plugin)
import_plugin = null

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@@ -1,14 +1,7 @@
[plugin]
name="Silly Spatial Material Importer/Exporter"
description="Imports and exports a 3D Material from an external text file"
author="TwistedTwigleg"
name="Silly Material Importer"
description="Imports a 3D Material from an external text file"
author="George Marques"
version="1.0"
script="material_import.gd"

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0,0,255

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# A simple (and silly) material resource plugin. Allows you to make a really simple material
# from a custom dock, that you can save and load, and apply to selected MeshInstances.
#
# SPECIAL NOTE: This technically should be using EditorImportPlugin and EditorExportPlugin
# to handle the input and output of the silly material. However, currently you cannot export
# custom resources in Godot, so instead we're using JSON files instead.
# |
# This example should be replaced when EditorImportPlugin and EditorExportPlugin are both
# fully working and you can save custom resources.
tool
extends EditorPlugin
var io_material_dialog;
func _enter_tree():
io_material_dialog = preload("res://addons/custom_import_plugin/Custom_material_dock.tscn").instance()
io_material_dialog.editor_interface = get_editor_interface();
add_control_to_dock( DOCK_SLOT_LEFT_UL, io_material_dialog )
func _exit_tree():
remove_control_from_docks(io_material_dialog)

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[plugin]
name="Silly Spatial Material Creator"
description="Loads and saves a 3D Material from an external text file"
author="TwistedTwigleg"
version="1.0"
script="material_import.gd"