tool extends Panel # In this file, the word "silly" is used to make it obvious that the name is arbitrary. var silly_material_resource = preload("res://addons/material_creator/material_resource.gd") var editor_interface func _ready(): # Connect all of the signals we'll need to save and load silly materials get_node("VBoxContainer/ApplyButton").connect("pressed", self, "apply_pressed") get_node("VBoxContainer/SaveButton").connect("pressed", self, "save_pressed") get_node("VBoxContainer/LoadButton").connect("pressed", self, "load_pressed") get_node("SaveMaterialDialog").connect("file_selected", self, "save_file_selected") get_node("LoadMaterialDialog").connect("file_selected", self, "load_file_selected") VisualServer.canvas_item_set_clip(get_canvas_item(), true) func save_pressed(): get_node("SaveMaterialDialog").popup_centered() func load_pressed(): get_node("LoadMaterialDialog").popup_centered() func apply_pressed(): # Using the passed in editor interface, get the selected nodes in the editor var editor_selection = editor_interface.get_selection() var selected_nodes = editor_selection.get_selected_nodes() if selected_nodes.size() == 0: printerr("Material Creator: Can't apply the material, because there are no nodes selected!") var material = _silly_resource_from_values().make_material() # Go through the selected nodes and see if they have the "set_surface_material" # function (which only MeshInstance has by default). If they do, then set the material # to the silly material. for node in selected_nodes: if node.has_method("set_surface_material"): node.set_surface_material(0, material) func save_file_selected(path): var silly_resource = _silly_resource_from_values() # Make a file, store the silly material as a json string, then close the file. var file = File.new() file.open(path, File.WRITE) file.store_string(silly_resource.make_json()) file.close() return true func load_file_selected(path): var file = File.new() var SpatialMaterial_Silly = null # Make a new silly resource (which in this case actually is a node) # and initialize it var silly_resource = silly_material_resource.new() silly_resource.init() # If the file exists, then open it if file.file_exists(path): file.open(path, File.READ) # Get the JSON string and convert it into a silly material. var json_dict_as_string = file.get_line() if json_dict_as_string != null: silly_resource.from_json(json_dict_as_string) else: file.close() return false get_node("VBoxContainer/AlbedoColorPicker").color = silly_resource.albedo_color get_node("VBoxContainer/MetallicSlider").value = silly_resource.metallic_strength get_node("VBoxContainer/RoughnessSlider").value = silly_resource.roughness_strength # Close the file and return true (success!) file.close() return true #else: If the file does not exist, then return false (failure) return false func _silly_resource_from_values(): # Get the values from the sliders and color picker var color = get_node("VBoxContainer/AlbedoColorPicker").color var metallic = get_node("VBoxContainer/MetallicSlider").value var roughness = get_node("VBoxContainer/RoughnessSlider").value # Make a new silly resource (which in this case actually is a node) and initialize it var silly_resource = silly_material_resource.new() silly_resource.init() # Assign the values silly_resource.albedo_color = color silly_resource.metallic_strength = metallic silly_resource.roughness_strength = roughness return silly_resource