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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.
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@@ -0,0 +1,30 @@
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# meta-description: Classic movement for gravity games (platformer, ...)
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extends _BASE_
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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@@ -0,0 +1,33 @@
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# meta-description: Classic movement for gravity games (FPS, TPS, ...)
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extends _BASE_
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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@@ -0,0 +1,13 @@
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# meta-description: Basic plugin template
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@tool
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extends EditorPlugin
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func _enter_tree() -> void:
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# Initialization of the plugin goes here.
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pass
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func _exit_tree() -> void:
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# Clean-up of the plugin goes here.
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pass
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@@ -0,0 +1,8 @@
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# meta-description: Basic editor script template
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@tool
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extends EditorScript
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# Called when the script is executed (using File -> Run in Script Editor).
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func _run() -> void:
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pass
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13
modules/gdscript/editor/script_templates/Node/default.gd
Normal file
13
modules/gdscript/editor/script_templates/Node/default.gd
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# meta-description: Base template for Node with default Godot cycle methods
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extends _BASE_
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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3
modules/gdscript/editor/script_templates/Object/empty.gd
Normal file
3
modules/gdscript/editor/script_templates/Object/empty.gd
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# meta-description: Empty template suitable for all Objects
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extends _BASE_
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16
modules/gdscript/editor/script_templates/SCsub
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16
modules/gdscript/editor/script_templates/SCsub
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#!/usr/bin/env python
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Import("env")
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import editor.template_builders as build_template_gd
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env["BUILDERS"]["MakeGDTemplateBuilder"] = Builder(
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action=env.Run(build_template_gd.make_templates, "Generating GDScript templates header."),
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suffix=".h",
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src_suffix=".gd",
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)
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# Template files
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templates_sources = Glob("*/*.gd")
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env.Alias("editor_template_gd", [env.MakeGDTemplateBuilder("templates.gen.h", templates_sources)])
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@@ -0,0 +1,50 @@
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# meta-description: Visual shader's node plugin template
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@tool
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class_name VisualShaderNode_CLASS_
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extends _BASE_
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func _get_name() -> String:
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return "_CLASS_"
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func _get_category() -> String:
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return ""
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func _get_description() -> String:
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return ""
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func _get_return_icon_type() -> int:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 0
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func _get_input_port_name(port: int) -> String:
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return ""
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func _get_input_port_type(port: int) -> int:
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return PORT_TYPE_SCALAR
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "result"
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func _get_output_port_type(port: int) -> int:
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return PORT_TYPE_SCALAR
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func _get_code(input_vars: Array[String], output_vars: Array[String],
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mode: int, type: int) -> String:
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return output_vars[0] + " = 0.0;"
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