更新自研插件
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@@ -11,26 +11,55 @@ extends EditorPlugin
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## Every change goes through the editor's undo system, so Ctrl+Z reverts an
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## injection and Ctrl+Shift+Z re-applies it.
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##
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## SCOPE - this plugin touches no editor UI beyond its own menu entries.
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## SCOPE - a tool menu and one confirmation dialog. No dock panel, no overlay.
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##
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## There is no dock panel, no dialog, no overlay and no per-frame work. Earlier
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## versions had all four, and each of them caused trouble that could not be
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## reproduced or diagnosed from here:
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## Earlier versions did more, and every extra piece caused trouble that could not
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## be reproduced or diagnosed from here:
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##
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## * a per-frame scan of the whole edited scene (heavy on a large scene), and a
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## SceneTree.node_added hook that made it run even more often;
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## * `AcceptDialog` / `PopupPanel` / a hand-built overlay, every one of which
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## opened thousands of pixels too tall;
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## * a dock panel whose wrapping labels widened its dock column and pushed the
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## editor's own docks and the viewport out of the window.
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## * a dock panel, which brought its own layout problems and only ever mirrored
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## Project Settings > mesh_collider anyway.
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##
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## So discovery is now explicit (a menu action) and reports to the Output panel,
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## and all configuration lives in Project Settings > mesh_collider. Nothing here
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## participates in the editor's layout.
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## So configuration has exactly one home - Project Settings > mesh_collider, with
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## the menu's "打开项目设置" to get there - and the scene is watched on a 0.4 s
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## timer whose walk is skipped outright whenever the tree has not changed at all
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## (see `POLL_SECONDS`). The one dialog left is given an explicit size instead of
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## being allowed to size itself to its label.
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const Collider := preload("mesh_collider.gd")
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const Settings := preload("mesh_collider_settings.gd")
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## Seconds between two looks at the edited scene.
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##
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## Godot gives a plugin no signal for "a model was just dragged in" - the editor
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## handles the drop internally and never tells anyone - so the scene has to be
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## watched. An earlier version of this plugin scanned every frame and made the
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## editor sluggish on a large scene; this one is bounded two ways:
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##
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## * `SceneTree.get_node_count()` is O(1), and an unchanged count means nothing
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## was added or removed anywhere, so the walk is skipped outright - an idle
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## editor does no work at all;
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## * the walk only ever visits the edited scene.
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const POLL_SECONDS := 0.4
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var _timer: Timer = null
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## Instance ids of the model instances already present in the edited scene.
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## Anything in here has been seen, and will not be asked about again.
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var _known: Dictionary = {}
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## The scene the entries in `_known` belong to.
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var _scene_root: Node = null
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var _last_node_count := -1
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var _dialog: ConfirmationDialog = null
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var _message: Label = null
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var _remember: CheckBox = null
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## Models waiting for the dialog's answer. A further drop while the dialog is
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## open joins this batch instead of opening a second dialog.
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var _pending: Array[Node] = []
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const MENU_SCAN := "Mesh Collider: 扫描场景中的模型 / Scan scene for models"
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const MENU_ADD := "Mesh Collider: 给选中模型加碰撞 / Add collision to selected"
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const MENU_REMOVE := "Mesh Collider: 移除选中模型的碰撞 / Remove collision"
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@@ -43,8 +72,15 @@ func _enter_tree() -> void:
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add_tool_menu_item(MENU_ADD, _add_pressed)
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add_tool_menu_item(MENU_REMOVE, _remove_pressed)
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add_tool_menu_item(MENU_SETTINGS, _open_settings)
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_timer = Timer.new()
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_timer.wait_time = POLL_SECONDS
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_timer.autostart = true
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_timer.timeout.connect(_poll)
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add_child(_timer)
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print("[MeshCollider] ready. All actions are under 项目 > 工具; settings are in "
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+ "Project Settings > mesh_collider. No dock panel, no dialogs.")
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+ "Project Settings > mesh_collider.")
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func _exit_tree() -> void:
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@@ -52,6 +88,13 @@ func _exit_tree() -> void:
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remove_tool_menu_item(MENU_ADD)
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remove_tool_menu_item(MENU_REMOVE)
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remove_tool_menu_item(MENU_SETTINGS)
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if _timer != null:
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_timer.stop()
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_timer.queue_free()
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_timer = null
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if _dialog != null:
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_dialog.queue_free()
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_dialog = null
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# ---------------------------------------------------------------------------
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@@ -107,7 +150,8 @@ func _scan_pressed() -> void:
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_add_all(pending)
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else:
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print("[MeshCollider] 未改动场景。选中模型后用 项目 > 工具 > "
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+ "『给选中模型加碰撞』处理,或打开设置里的『扫描后自动添加』。")
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+ "『给选中模型加碰撞』处理,或把 项目设置 → mesh_collider 里的 "
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+ "auto_add_collision 打开。")
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func _add_all(pending: Array[Node]) -> void:
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@@ -220,6 +264,158 @@ func _find_added_body(model: Node) -> Node:
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return null
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# ---------------------------------------------------------------------------
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# Drag-in detection
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# ---------------------------------------------------------------------------
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func _poll() -> void:
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var root: Node = get_editor_interface().get_edited_scene_root()
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if root != _scene_root:
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# A different scene is open. Whatever we knew belonged to the old one, and
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# what is already in the new one is taken as the baseline: opening a scene
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# is not "dragging a model in", and prompting for every model of a freshly
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# opened scene would be intolerable.
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_scene_root = root
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_known.clear()
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if root != null:
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var ignored: Array[Node] = []
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_collect_new_models(root, ignored)
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return
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if root == null:
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return
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# Nothing was added or removed anywhere in the editor, so the scene cannot
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# have gained a model. This is the O(1) check that makes the timer free when
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# the editor is idle.
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var count := get_tree().get_node_count()
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if count == _last_node_count:
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return
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_last_node_count = count
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var fresh: Array[Node] = []
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_collect_new_models(root, fresh)
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if fresh.is_empty():
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return
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if Settings.get_bool(Settings.KEY_ASK):
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_ask(fresh)
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elif Settings.get_bool(Settings.KEY_AUTO):
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_add_all(fresh)
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# Neither: asking was turned off and auto is off too, so a drop is left alone
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# and stays reachable under 项目 > 工具.
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## Record every model instance under `node` we have not seen before, and append
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## the ones that still need collision to `out`. Recording happens whether or not
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## a model is acted on, so a model the user declined is not offered twice.
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func _collect_new_models(node: Node, out: Array[Node]) -> void:
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for child in node.get_children():
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if child is Node3D and not _known.has(child.get_instance_id()):
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_known[child.get_instance_id()] = true
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if _is_pending_model(child):
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out.append(child)
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_collect_new_models(child, out)
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# ---------------------------------------------------------------------------
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# The drag-in dialog
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# ---------------------------------------------------------------------------
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## Ask about a batch of freshly dragged-in models. The answer applies to the whole
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## batch, so dropping five files asks once.
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func _ask(models: Array[Node]) -> void:
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if _dialog == null:
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_build_dialog()
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if _dialog.visible:
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_pending.append_array(models)
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return
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_pending = models.duplicate()
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_remember.button_pressed = false
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_message.text = _ask_text(_pending)
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# An explicit width, because a dialog that sizes itself to its label is how an
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# earlier version of this plugin ended up opening thousands of pixels tall.
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_dialog.popup_centered(Vector2i(440, 0))
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func _ask_text(models: Array[Node]) -> String:
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if models.size() == 1:
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return ("拖入的模型『%s』还没有碰撞体。\n现在给它加上吗?"
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% models[0].name)
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return ("拖入的 %d 个模型还没有碰撞体。\n现在给它们都加上吗?" % models.size())
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func _build_dialog() -> void:
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_dialog = ConfirmationDialog.new()
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_dialog.title = "Mesh Collider"
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_dialog.ok_button_text = "添加碰撞"
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_dialog.cancel_button_text = "不添加"
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_dialog.exclusive = true
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# Godot draws control text through the editor's translation domain, which
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# would rewrite our own strings with whatever the editor's locale calls them.
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# Off for the dialog, so it always says what this file says.
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_dialog.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED
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# The message and the checkbox go into a container of our own rather than into
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# `dialog_text` plus a bare `add_child`. An `AcceptDialog` stretches any extra
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# child over its whole content area instead of laying it out under the label,
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# so the checkbox ends up drawn on top of the message.
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#
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# The cost is one empty line: `dialog_text` stays empty but the dialog's own
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# label still reserves its height, and hiding it does not help - AcceptDialog
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# computes its minimum size without looking at visibility.
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var body := VBoxContainer.new()
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body.name = "Body"
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body.add_theme_constant_override("separation", 10)
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_message = Label.new()
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_message.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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_message.custom_minimum_size = Vector2(360, 0)
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_message.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED
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body.add_child(_message)
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_remember = CheckBox.new()
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_remember.text = "不再询问"
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_remember.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED
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_remember.tooltip_text = ("记住这次的选择:选『添加碰撞』以后直接加,"
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+ "选『不添加』以后不再加也不再问。\n"
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+ "想恢复询问,去 项目设置 → mesh_collider 把 ask_before_adding 重新打开。")
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body.add_child(_remember)
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_dialog.add_child(body)
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add_child(_dialog)
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_dialog.confirmed.connect(_on_ask_confirmed)
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_dialog.canceled.connect(_on_ask_canceled)
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func _on_ask_confirmed() -> void:
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_finish_ask(true)
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func _on_ask_canceled() -> void:
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_finish_ask(false)
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func _finish_ask(accepted: bool) -> void:
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var batch := _pending
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_pending = []
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if accepted:
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_add_all(batch)
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if not _remember.button_pressed:
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return
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# "不再询问" is an explicit decision that has to outlive the editor session, so
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# this one is written out now; everything else is left to the editor's own
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# save. Two settings are enough to remember it - stop asking, and let
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# `auto_add_collision` carry the answer that was given.
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Settings.set_value(Settings.KEY_ASK, false)
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Settings.set_value(Settings.KEY_AUTO, accepted)
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var err := ProjectSettings.save()
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if err == OK:
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print("[MeshCollider] 已记住选择:%s,以后不再询问。"
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% ("拖入模型时直接加碰撞" if accepted else "拖入模型时不加碰撞"))
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else:
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push_warning("[MeshCollider] 保存设置失败,错误码 %d。" % err)
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# ---------------------------------------------------------------------------
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# Menu actions
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# ---------------------------------------------------------------------------
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@@ -253,7 +449,22 @@ func _selected_models() -> Array[Node]:
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return out
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## Open Project Settings > mesh_collider.
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##
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## 4.7 has no API for this. `EditorInterface` offers nothing, and the obvious
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## `set_main_screen_editor("Project")` fails outright - "The editor name
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## 'Project' was not found" - because Project Settings is a dialog, not one of
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## the main screens. So the editor's own dialog node is looked up by class and
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## popped up. If a future editor renames or moves it, this degrades to printing
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## where the settings live rather than breaking.
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func _open_settings() -> void:
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get_editor_interface().call_deferred("set_main_screen_editor", "Project")
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var stack: Array[Node] = [get_tree().root]
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while not stack.is_empty():
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var node: Node = stack.pop_back()
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if node.get_class() == "ProjectSettingsEditor":
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node.call("popup_centered_clamped", Vector2i(1100, 760))
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return
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for child in node.get_children():
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stack.append(child)
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print("[MeshCollider] 设置项在 项目设置 > mesh_collider / "
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+ "settings are under Project Settings > mesh_collider")
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Block a user