Added ability to delete nodes from editor, added complete node load and save for the DSL
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Godot;
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public partial class NodeDisplay : PanelContainer
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@@ -7,6 +8,9 @@ public partial class NodeDisplay : PanelContainer
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[Export] public Button listDisplay;
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public ProgramNode node;
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[Signal]
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public delegate void OnDeleteNodeEventHandler();
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public void SetNode(ProgramNode node)
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{
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this.node = node;
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@@ -19,7 +23,7 @@ public partial class NodeDisplay : PanelContainer
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public override void _Process(double delta)
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{
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}
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public void ShowListDisplay()
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@@ -33,4 +37,94 @@ public partial class NodeDisplay : PanelContainer
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editorDisplay.Visible = true;
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listDisplay.Visible = false;
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}
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public void DeleteNodePressed()
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{
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EmitSignal(SignalName.OnDeleteNode);
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}
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public static NodeDisplay Load(string content, Dictionary<ProgramNode, PackedScene> DSLNodes)
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{
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NodeDisplay result = null;
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ProgramNode program;
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string nodeName;
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string nodeSanitized;
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PackedScene prefab = null;
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nodeSanitized = content.Replace("\r\n", "");
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nodeName = nodeSanitized.Split(",")[0].Replace("Name: ", "").ToLower();
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foreach (ProgramNode programNode in DSLNodes.Keys)
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{
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if (programNode.DisplayText.ToLower() == nodeName)
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{
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prefab = DSLNodes[programNode];
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break;
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}
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}
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switch (nodeName)
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{
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case "move":
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program = new MoveNode();
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result = prefab.Instantiate<NodeDisplay>();
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result.node = program;
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result.LoadMove(nodeSanitized);
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break;
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case "harvest":
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program = new HarvestNode();
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result = prefab.Instantiate<NodeDisplay>();
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result.node = program;
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result.LoadHarvest(nodeSanitized);
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break;
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case "explore":
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program = new ExploreNode();
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result = prefab.Instantiate<NodeDisplay>();
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result.node = program;
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result.LoadExplore(nodeSanitized);
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break;
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case "craft":
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program = new CraftNode();
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result = prefab.Instantiate<NodeDisplay>();
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result.node = program;
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result.LoadCraft(nodeSanitized);
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break;
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}
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return result;
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}
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public void LoadHarvest(string content)
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{
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//Currently does nothing
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}
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public void LoadMove(string content)
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{
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HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/HBoxContainer/");
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string[] parts = content.Split(",");
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string positionValues = parts[1].Replace("Position: ", "").Replace("(", "").Replace(")", "");
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int posX = int.Parse(positionValues.Split("|")[0]);
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int posY = int.Parse(positionValues.Split("|")[1]);
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int posZ = int.Parse(positionValues.Split("|")[2]);
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valueContainer.GetNode<SpinBox>("./CoordinateX").Value = posX;
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valueContainer.GetNode<SpinBox>("./CoordinateY").Value = posY;
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valueContainer.GetNode<SpinBox>("./CoordinateZ").Value = posZ;
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(node as MoveNode).targetPosition = new Vector3I(posX, posY, posZ);
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}
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public void LoadExplore(string content)
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{
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//Currently does nothing
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}
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public void LoadCraft(string content)
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{
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HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/HBoxContainer/");
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string[] parts = content.Split(",");
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string itemString = parts[1].Replace("Item: ", "").Replace(" ", "");
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if (itemString.ToLower() != "empty")
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{
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(node as CraftNode).selectedItem = new Item { data = GameData.availableItems[itemString] };
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}
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string amountString = parts[2].Replace("Amount: ", "");
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valueContainer.GetNode<SpinBox>("./Amount").Value = int.Parse(amountString);
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}
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}
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