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authorRémi Verschelde <rverschelde@gmail.com>2022-03-28 15:48:38 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-03-28 16:21:00 +0200
commitc9b75431f313fae16e9f4c9e60d7f5eaed0aaec0 (patch)
tree4f5b49ebd9e81cd5e66a92af0b7b1a53eee49169 /modules/gdscript/editor
parent41d075de5865c8b088c83219431661bc2d1f1802 (diff)
Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
Diffstat (limited to 'modules/gdscript/editor')
-rw-r--r--modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd30
-rw-r--r--modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd33
-rw-r--r--modules/gdscript/editor/script_templates/EditorPlugin/plugin.gd13
-rw-r--r--modules/gdscript/editor/script_templates/EditorScript/basic_editor_script.gd8
-rw-r--r--modules/gdscript/editor/script_templates/Node/default.gd13
-rw-r--r--modules/gdscript/editor/script_templates/Object/empty.gd3
-rw-r--r--modules/gdscript/editor/script_templates/SCsub16
-rw-r--r--modules/gdscript/editor/script_templates/VisualShaderNodeCustom/basic.gd50
8 files changed, 166 insertions, 0 deletions
diff --git a/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd b/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd
new file mode 100644
index 0000000000..a379d915a9
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd
@@ -0,0 +1,30 @@
+# meta-description: Classic movement for gravity games (platformer, ...)
+
+extends _BASE_
+
+
+const SPEED = 300.0
+const JUMP_VELOCITY = -400.0
+
+# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
+
+
+func _physics_process(delta: float) -> void:
+ # Add the gravity.
+ if not is_on_floor():
+ velocity.y += gravity * delta
+
+ # Handle Jump.
+ if Input.is_action_just_pressed("ui_accept") and is_on_floor():
+ velocity.y = JUMP_VELOCITY
+
+ # Get the input direction and handle the movement/deceleration.
+ # As good practice, you should replace UI actions with custom gameplay actions.
+ var direction := Input.get_axis("ui_left", "ui_right")
+ if direction:
+ velocity.x = direction * SPEED
+ else:
+ velocity.x = move_toward(velocity.x, 0, SPEED)
+
+ move_and_slide()
diff --git a/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd
new file mode 100644
index 0000000000..360b199e56
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd
@@ -0,0 +1,33 @@
+# meta-description: Classic movement for gravity games (FPS, TPS, ...)
+
+extends _BASE_
+
+
+const SPEED = 5.0
+const JUMP_VELOCITY = 4.5
+
+# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
+
+
+func _physics_process(delta: float) -> void:
+ # Add the gravity.
+ if not is_on_floor():
+ velocity.y -= gravity * delta
+
+ # Handle Jump.
+ if Input.is_action_just_pressed("ui_accept") and is_on_floor():
+ velocity.y = JUMP_VELOCITY
+
+ # Get the input direction and handle the movement/deceleration.
+ # As good practice, you should replace UI actions with custom gameplay actions.
+ var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
+ var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
+ if direction:
+ velocity.x = direction.x * SPEED
+ velocity.z = direction.z * SPEED
+ else:
+ velocity.x = move_toward(velocity.x, 0, SPEED)
+ velocity.z = move_toward(velocity.z, 0, SPEED)
+
+ move_and_slide()
diff --git a/modules/gdscript/editor/script_templates/EditorPlugin/plugin.gd b/modules/gdscript/editor/script_templates/EditorPlugin/plugin.gd
new file mode 100644
index 0000000000..b27b3e5655
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/EditorPlugin/plugin.gd
@@ -0,0 +1,13 @@
+# meta-description: Basic plugin template
+@tool
+extends EditorPlugin
+
+
+func _enter_tree() -> void:
+ # Initialization of the plugin goes here.
+ pass
+
+
+func _exit_tree() -> void:
+ # Clean-up of the plugin goes here.
+ pass
diff --git a/modules/gdscript/editor/script_templates/EditorScript/basic_editor_script.gd b/modules/gdscript/editor/script_templates/EditorScript/basic_editor_script.gd
new file mode 100644
index 0000000000..fdb8550d43
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/EditorScript/basic_editor_script.gd
@@ -0,0 +1,8 @@
+# meta-description: Basic editor script template
+@tool
+extends EditorScript
+
+
+# Called when the script is executed (using File -> Run in Script Editor).
+func _run() -> void:
+ pass
diff --git a/modules/gdscript/editor/script_templates/Node/default.gd b/modules/gdscript/editor/script_templates/Node/default.gd
new file mode 100644
index 0000000000..cb96a21537
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/Node/default.gd
@@ -0,0 +1,13 @@
+# meta-description: Base template for Node with default Godot cycle methods
+
+extends _BASE_
+
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+ pass # Replace with function body.
+
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta: float) -> void:
+ pass
diff --git a/modules/gdscript/editor/script_templates/Object/empty.gd b/modules/gdscript/editor/script_templates/Object/empty.gd
new file mode 100644
index 0000000000..387786b0a4
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/Object/empty.gd
@@ -0,0 +1,3 @@
+# meta-description: Empty template suitable for all Objects
+
+extends _BASE_
diff --git a/modules/gdscript/editor/script_templates/SCsub b/modules/gdscript/editor/script_templates/SCsub
new file mode 100644
index 0000000000..2266ef2d01
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/SCsub
@@ -0,0 +1,16 @@
+#!/usr/bin/env python
+
+Import("env")
+
+import editor.template_builders as build_template_gd
+
+env["BUILDERS"]["MakeGDTemplateBuilder"] = Builder(
+ action=env.Run(build_template_gd.make_templates, "Generating GDScript templates header."),
+ suffix=".h",
+ src_suffix=".gd",
+)
+
+# Template files
+templates_sources = Glob("*/*.gd")
+
+env.Alias("editor_template_gd", [env.MakeGDTemplateBuilder("templates.gen.h", templates_sources)])
diff --git a/modules/gdscript/editor/script_templates/VisualShaderNodeCustom/basic.gd b/modules/gdscript/editor/script_templates/VisualShaderNodeCustom/basic.gd
new file mode 100644
index 0000000000..283a95d3b4
--- /dev/null
+++ b/modules/gdscript/editor/script_templates/VisualShaderNodeCustom/basic.gd
@@ -0,0 +1,50 @@
+# meta-description: Visual shader's node plugin template
+
+@tool
+class_name VisualShaderNode_CLASS_
+extends _BASE_
+
+
+func _get_name() -> String:
+ return "_CLASS_"
+
+
+func _get_category() -> String:
+ return ""
+
+
+func _get_description() -> String:
+ return ""
+
+
+func _get_return_icon_type() -> int:
+ return PORT_TYPE_SCALAR
+
+
+func _get_input_port_count() -> int:
+ return 0
+
+
+func _get_input_port_name(port: int) -> String:
+ return ""
+
+
+func _get_input_port_type(port: int) -> int:
+ return PORT_TYPE_SCALAR
+
+
+func _get_output_port_count() -> int:
+ return 1
+
+
+func _get_output_port_name(port: int) -> String:
+ return "result"
+
+
+func _get_output_port_type(port: int) -> int:
+ return PORT_TYPE_SCALAR
+
+
+func _get_code(input_vars: Array[String], output_vars: Array[String],
+ mode: int, type: int) -> String:
+ return output_vars[0] + " = 0.0;"