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updates to make reloading of the blockcode work in game #280

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3 changes: 3 additions & 0 deletions addons/block_code/block_code_plugin.gd
Original file line number Diff line number Diff line change
Expand Up @@ -174,6 +174,9 @@ static func is_block_code_editable(block_code: BlockCode) -> bool:
if not block_code:
return false

if not Engine.is_editor_hint():
return true

# A BlockCode node can be edited if it belongs to the edited scene, or it
# is an editable instance.

Expand Down
2 changes: 1 addition & 1 deletion addons/block_code/ui/block_canvas/block_canvas.gd
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ func _on_context_changed():

if Engine.is_editor_hint():
edited_node = EditorInterface.get_inspector().get_edited_object() as Node

if _context.block_script != _current_block_script:
_window.position = Vector2(0, 0)
zoom = 1
Expand Down
50 changes: 30 additions & 20 deletions addons/block_code/ui/main_panel.gd
Original file line number Diff line number Diff line change
Expand Up @@ -60,6 +60,7 @@ func _on_undo_redo_version_changed():

func _on_show_script_button_pressed():
var script: String = _block_canvas.generate_script_from_current_window()
print("_on_show_script_button_pressed ", _block_canvas._context.block_code_node)

script_window_requested.emit(script)

Expand Down Expand Up @@ -132,10 +133,7 @@ func save_script():
print("No script loaded to save.")
return

if not Engine.is_editor_hint():
return

var scene_node = EditorInterface.get_edited_scene_root()
var scene_node = EditorInterface.get_edited_scene_root() if Engine.is_editor_hint() else null

if not BlockCodePlugin.is_block_code_editable(_context.block_code_node):
print("Block code for {node} is not editable.".format({"node": _context.block_code_node}))
Expand All @@ -146,29 +144,36 @@ func save_script():
var resource_path_split = block_script.resource_path.split("::", true, 1)
var resource_scene = resource_path_split[0]

undo_redo.create_action("Modify %s's block code script" % _context.parent_node.name, UndoRedo.MERGE_DISABLE, _context.block_code_node)
if undo_redo:
undo_redo.create_action("Modify %s's block code script" % _context.parent_node.name, UndoRedo.MERGE_DISABLE, _context.block_code_node)

if resource_scene and resource_scene != scene_node.scene_file_path:
if resource_scene and scene_node and resource_scene != scene_node.scene_file_path:
# This resource is from another scene. Since the user is changing it
# here, we'll make a copy for this scene rather than changing it in the
# other scene file.
undo_redo.add_undo_property(_context.block_code_node, "block_script", _context.block_script)
if undo_redo:
undo_redo.add_undo_property(_context.block_code_node, "block_script", _context.block_script)
block_script = block_script.duplicate(true)
undo_redo.add_do_property(_context.block_code_node, "block_script", block_script)
if undo_redo:
undo_redo.add_do_property(_context.block_code_node, "block_script", block_script)

undo_redo.add_undo_property(block_script, "block_serialization_trees", block_script.block_serialization_trees)
if undo_redo:
undo_redo.add_undo_property(block_script, "block_serialization_trees", block_script.block_serialization_trees)
_block_canvas.rebuild_ast_list()
_block_canvas.rebuild_block_serialization_trees()
undo_redo.add_do_property(block_script, "block_serialization_trees", block_script.block_serialization_trees)
if undo_redo:
undo_redo.add_do_property(block_script, "block_serialization_trees", block_script.block_serialization_trees)

var generated_script = _block_canvas.generate_script_from_current_window()
if generated_script != block_script.generated_script:
undo_redo.add_undo_property(block_script, "generated_script", block_script.generated_script)
undo_redo.add_do_property(block_script, "generated_script", generated_script)

if undo_redo:
undo_redo.add_undo_property(block_script, "generated_script", block_script.generated_script)
undo_redo.add_do_property(block_script, "generated_script", generated_script)

block_script.version = Constants.CURRENT_DATA_VERSION

undo_redo.commit_action()
if undo_redo:
undo_redo.commit_action()


func _input(event):
Expand Down Expand Up @@ -278,13 +283,18 @@ func _create_variable(variable: VariableDefinition):

var block_script: BlockScriptSerialization = _context.block_script

undo_redo.create_action("Create variable %s in %s's block code script" % [variable.var_name, _context.parent_node.name])
undo_redo.add_undo_property(_context.block_script, "variables", _context.block_script.variables)
if undo_redo:
undo_redo.create_action("Create variable %s in %s's block code script" % [variable.var_name, _context.parent_node.name])
undo_redo.add_undo_property(_context.block_script, "variables", _context.block_script.variables)

var new_variables = block_script.variables.duplicate()
new_variables.append(variable)
var new_variables = block_script.variables.duplicate()
new_variables.append(variable)

undo_redo.add_do_property(_context.block_script, "variables", new_variables)
undo_redo.commit_action()
undo_redo.add_do_property(_context.block_script, "variables", new_variables)
undo_redo.commit_action()
else:
var new_variables = block_script.variables.duplicate()
new_variables.append(variable)
block_script.variables = new_variables

_picker.reload_blocks()
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