Editor: Fix issues with property editors & remove old docs
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@ -27,8 +27,10 @@ extends Resource
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@export var dictionary_param: BBDictionary
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@export var array_param: BBArray
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@export var byte_array_param: BBByteArray
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@export var int_array_param: BBIntArray
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@export var float_array_param: BBFloatArray
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@export var int32_array_param: BBInt32Array
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@export var int64_array_param: BBInt64Array
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@export var float32_array_param: BBFloat32Array
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@export var float64_array_param: BBFloat64Array
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@export var string_array_param: BBStringArray
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@export var vector2_array_param: BBVector2Array
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@export var vector3_array_param: BBVector2Array
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@ -1,23 +0,0 @@
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:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/4.2/modules/limboai/doc_classes/BBFloat.xml.
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.. _class_BBFloat:
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BBFloat
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=======
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**Inherits:** :ref:`BBParam<class_BBParam>`
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Float-type parameter for :ref:`BehaviorTree<class_BehaviorTree>` tasks. See :ref:`BBParam<class_BBParam>`.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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@ -1,23 +0,0 @@
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:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/4.2/modules/limboai/doc_classes/BBIntArray.xml.
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.. _class_BBIntArray:
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BBIntArray
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==========
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**Inherits:** :ref:`BBParam<class_BBParam>`
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IntArray-type parameter for :ref:`BehaviorTree<class_BehaviorTree>` tasks. See :ref:`BBParam<class_BBParam>`.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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@ -280,6 +280,7 @@ void EditorPropertyBBParam::update_property() {
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variable_editor->show();
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mode_button->call_deferred(SNAME("set_mode"), Mode::BIND_VAR, true);
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type_choice->hide();
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bottom_container->hide();
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} else {
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_create_value_editor(param->get_type());
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variable_editor->hide();
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@ -316,8 +317,8 @@ void EditorPropertyBBParam::_notification(int p_what) {
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// Initialize mode button.
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mode_button->clear();
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mode_button->add_mode(Mode::SPECIFY_VALUE, get_editor_theme_icon(SNAME("LimboSpecifyValue")), TTR("Mode: Specify value.\nClick to switch mode."));
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mode_button->add_mode(Mode::BIND_VAR, get_editor_theme_icon(SNAME("BTSetVar")), TTR("Mode: Bind blackboard variable.\nClick to switch mode."));
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mode_button->set_mode(_get_edited_param()->get_value_source() == BBParam::BLACKBOARD_VAR ? Mode::BIND_VAR : Mode::SPECIFY_VALUE);
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mode_button->add_mode(Mode::BIND_VAR, get_editor_theme_icon(SNAME("BTSetVar")), TTR("Mode: Use blackboard variable.\nClick to switch mode."));
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mode_button->set_mode(_get_edited_param()->get_value_source() == BBParam::BLACKBOARD_VAR ? Mode::BIND_VAR : Mode::SPECIFY_VALUE, true);
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bool is_variant_param = _get_edited_param()->is_class_ptr(BBVariant::get_class_ptr_static());
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if (is_variant_param) {
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@ -66,6 +66,8 @@ void EditorPropertyVariableName::_variable_selected(int p_id) {
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}
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void EditorPropertyVariableName::_update_status() {
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status_btn->set_visible(plan.is_valid());
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drop_btn->set_visible(plan.is_valid());
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if (plan.is_null()) {
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return;
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}
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@ -256,10 +256,13 @@ void LimboAIEditor::edit_bt(Ref<BehaviorTree> p_behavior_tree, bool p_force_refr
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}
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Ref<BlackboardPlan> LimboAIEditor::get_edited_blackboard_plan() {
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if (task_tree->get_bt().is_valid()) {
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return task_tree->get_bt()->get_blackboard_plan();
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if (task_tree->get_bt().is_null()) {
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return nullptr;
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}
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return nullptr;
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if (task_tree->get_bt()->get_blackboard_plan().is_null()) {
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task_tree->get_bt()->set_blackboard_plan(memnew(BlackboardPlan));
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}
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return task_tree->get_bt()->get_blackboard_plan();
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}
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void LimboAIEditor::_mark_as_dirty(bool p_dirty) {
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