csg插件
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@tool
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class_name CSGTopBlockoutBar extends Control
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func _enter_tree() -> void:
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add_to_group("csg_blockout_ui")
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var sel := EditorInterface.get_selection()
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if sel and not sel.selection_changed.is_connected(_on_selection_changed):
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sel.selection_changed.connect(_on_selection_changed)
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_on_selection_changed()
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var refresh_btn = find_child("Refresh", true, false)
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if refresh_btn and refresh_btn is Button:
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refresh_btn.set_meta("i18n_text_key", "REFRESH")
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refresh_btn.set_meta("i18n_tooltip_key", "REGEN_PREVIEW_TOOLTIP")
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var bake_btn = find_child("Bake", true, false)
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if bake_btn and bake_btn is Button:
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bake_btn.set_meta("i18n_text_key", "BAKE")
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bake_btn.set_meta("i18n_tooltip_key", "BAKE_INSTANCES_TOOLTIP")
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CsgBlockoutI18n.translate_node(self)
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func update_language() -> void:
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CsgBlockoutI18n.translate_node(self)
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func _exit_tree() -> void:
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var sel := EditorInterface.get_selection()
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if sel and sel.selection_changed.is_connected(_on_selection_changed):
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sel.selection_changed.disconnect(_on_selection_changed)
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func _on_selection_changed() -> void:
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var selection = EditorInterface.get_selection().get_selected_nodes()
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if selection.is_empty():
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hide()
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elif selection[0] is CSGRepeater3D or selection[0] is CSGSpreader3D:
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show()
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else:
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hide()
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func _on_refresh_pressed() -> void:
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var selection = EditorInterface.get_selection().get_selected_nodes()
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if (selection.is_empty()):
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return
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if selection[0] is CSGRepeater3D:
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selection[0].call("repeat_template")
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elif selection[0] is CSGSpreader3D:
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selection[0].call("spread_template")
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func _on_bake_pressed() -> void:
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var selection = EditorInterface.get_selection().get_selected_nodes()
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if selection.is_empty():
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return
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if selection[0] is CSGRepeater3D or selection[0] is CSGSpreader3D:
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selection[0].call("bake_instances")
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