Files
MovementTests/addons/forge/editor/attributes/AttributeSetClassEditorProperty.cs
Minimata 1d856fd937
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 26s
Create tag and build when new code gets to main / Export (push) Successful in 5m42s
Replicated the weapon flying tick setup using resources
2026-04-07 16:32:26 +02:00

103 lines
2.6 KiB
C#

// Copyright © Gamesmiths Guild.
#if TOOLS
using System;
using System.Linq;
using System.Reflection;
using Gamesmiths.Forge.Attributes;
using Gamesmiths.Forge.Godot.Nodes;
using Godot;
using Godot.Collections;
namespace Gamesmiths.Forge.Godot.Editor.Attributes;
[Tool]
public partial class AttributeSetClassEditorProperty : EditorProperty, ISerializationListener
{
private OptionButton _optionButton = null!;
public override void _Ready()
{
_optionButton = new OptionButton();
AddChild(_optionButton);
_optionButton.AddItem("Select AttributeSet Class");
foreach (var option in EditorUtils.GetAttributeSetOptions())
{
_optionButton.AddItem(option);
}
_optionButton.ItemSelected += x =>
{
var className = _optionButton.GetItemText((int)x);
EmitChanged(GetEditedProperty(), className);
GodotObject @object = GetEditedObject();
if (@object is not null)
{
var dictionary = new Dictionary<string, AttributeValues>();
var assembly = Assembly.GetAssembly(typeof(ForgeAttributeSet));
Type? targetType = System.Array.Find(assembly?.GetTypes() ?? [], x => x.Name == className);
if (targetType is not null)
{
System.Collections.Generic.IEnumerable<PropertyInfo> attributeProperties = targetType
.GetProperties(BindingFlags.Public | BindingFlags.Instance)
.Where(x => x.PropertyType == typeof(EntityAttribute));
foreach (var propertyName in attributeProperties.Select(x => x.Name))
{
if (@object is not ForgeAttributeSet forgeAttributeSet)
{
dictionary[propertyName] = new AttributeValues(0, 0, int.MaxValue);
continue;
}
AttributeSet? attributeSet = forgeAttributeSet.GetAttributeSet();
if (attributeSet is null)
{
dictionary[propertyName] = new AttributeValues(0, 0, int.MaxValue);
continue;
}
EntityAttribute key = attributeSet.AttributesMap[className + "." + propertyName];
dictionary[propertyName] = new AttributeValues(key.CurrentValue, key.Min, key.Max);
}
}
EmitChanged("InitialAttributeValues", dictionary);
}
};
}
public override void _UpdateProperty()
{
GodotObject obj = GetEditedObject();
StringName property = GetEditedProperty();
var val = obj.Get(property).AsString();
for (var i = 0; i < _optionButton.GetItemCount(); i++)
{
if (_optionButton.GetItemText(i) == val)
{
_optionButton.Selected = i;
break;
}
}
}
public void OnBeforeSerialize()
{
for (var i = GetChildCount() - 1; i >= 0; i--)
{
Node child = GetChild(i);
RemoveChild(child);
child.Free();
}
}
public void OnAfterDeserialize()
{
}
}
#endif