Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
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57
addons/limbo_console/plugin.gd
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57
addons/limbo_console/plugin.gd
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@tool
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extends EditorPlugin
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const ConsoleOptions := preload("res://addons/limbo_console/console_options.gd")
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const ConfigMapper := preload("res://addons/limbo_console/config_mapper.gd")
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func _enter_tree() -> void:
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add_autoload_singleton("LimboConsole", "res://addons/limbo_console/limbo_console.gd")
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# Sync config file (create if not exists)
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var console_options := ConsoleOptions.new()
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var do_project_setting_save: bool = false
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ConfigMapper.load_from_config(console_options)
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ConfigMapper.save_to_config(console_options)
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if not ProjectSettings.has_setting("input/limbo_console_toggle"):
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print("LimboConsole: Adding \"limbo_console_toggle\" input action to project settings...")
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var key_event := InputEventKey.new()
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key_event.keycode = KEY_QUOTELEFT
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ProjectSettings.set_setting("input/limbo_console_toggle", {
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"deadzone": 0.5,
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"events": [key_event],
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})
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do_project_setting_save = true
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if not ProjectSettings.has_setting("input/limbo_auto_complete_reverse"):
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print("LimboConsole: Adding \"limbo_auto_complete_reverse\" input action to project settings...")
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var key_event = InputEventKey.new()
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key_event.keycode = KEY_TAB
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key_event.shift_pressed = true
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ProjectSettings.set_setting("input/limbo_auto_complete_reverse", {
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"deadzone": 0.5,
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"events": [key_event],
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})
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do_project_setting_save = true
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if not ProjectSettings.has_setting("input/limbo_console_search_history"):
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print("LimboConsole: Adding \"limbo_console_search_history\" input action to project settings...")
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var key_event = InputEventKey.new()
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key_event.keycode = KEY_R
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key_event.ctrl_pressed = true
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ProjectSettings.set_setting("input/limbo_console_search_history", {
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"deadzone": 0.5,
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"events": [key_event],
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})
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do_project_setting_save = true
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if do_project_setting_save:
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ProjectSettings.save()
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func _exit_tree() -> void:
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remove_autoload_singleton("LimboConsole")
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