@tool extends Control var ed: EditorPlugin = null func _on_刷新_pressed() -> void: if is_instance_valid(ed.面板): #如果面板存在 ed.remove_control_from_docks(ed.面板) #从右侧移除面板 #ed.remove_control_from_bottom_panel(ed.面板) #从底部面板移除面板 for child in ed.面板.get_children(): #遍历面板的子节点 ed.面板.remove_child(child) #移除子节点 child.queue_free() #释放子节点 ed.面板.queue_free() #释放面板 # 重新创建面板 ed.面板 = preload("res://addons/fastnode/ui.tscn").instantiate() #加载面板 ed.面板.ed = ed #设置面板的ed属性为ed ed.面板.name = "节点速览" #ed.add_control_to_bottom_panel(ed.面板, "UI模板") #将面板添加到底部面板 ed.add_control_to_dock( ed.DOCK_SLOT_RIGHT_UL, ed.面板) #显示在右侧 print("插件已刷新") #打印信息 pass #--------------------- #------创建模板 func _on_模板_1_pressed() -> void: var 场景 = PackedScene.new() var 根节点 = Node2D.new() 根节点.name = "Template1Root" var 图片 = Sprite2D.new() 图片.name = "MySprite" 根节点.add_child(图片) # 设置owner以便正确保存场景 for child in 根节点.get_children(): child.owner = 根节点 场景.pack(根节点) var 新路径 = "res://模板_1_%d.tscn" % (randi() % 10000) ResourceSaver.save(场景, 新路径) ed.get_editor_interface().open_scene_from_path(新路径) pass #------容器 var editor var selection var selected_nodes var parent_node func selectnode() -> void: editor = ed.get_editor_interface() #获取编辑器接口 print("编辑器接口: ", editor) # 调试输出 selection = editor.get_selection() #获取选择器 print("选择器: ", selection) # 调试输出 selected_nodes = selection.get_selected_nodes() #获取选中的节点 print("选中的节点数量: ", selected_nodes.size()) # 调试输出 if selected_nodes.size() == 0: printerr("请先选择一个父节点") return parent_node = selected_nodes[0] print("父节点类型: ", parent_node.get_class()) # 调试输出 #------容器 func _on_container_pressed() -> void: selectnode() var newnode = Container.new() newnode.name = "Container" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass func _on_panel_container_pressed() -> void: selectnode() var newnode = PanelContainer.new() newnode.name = "PanelContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_tab_container_pressed() -> void: selectnode() var newnode = TabContainer.new() newnode.name = "TabContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_box_container_pressed() -> void: selectnode() var newnode = BoxContainer.new() newnode.name = "BoxContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_h_box_container_pressed() -> void: selectnode() var newnode = HBoxContainer.new() newnode.name = "HBoxContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_v_box_container_pressed() -> void: selectnode() var newnode = VBoxContainer.new() newnode.name = "VBoxContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_flow_container_pressed() -> void: selectnode() var newnode = FlowContainer.new() newnode.name = "FlowContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_h_flow_container_pressed() -> void: selectnode() var newnode = HFlowContainer.new() newnode.name = "HFlowContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_v_flow_container_pressed() -> void: selectnode() var newnode = VFlowContainer.new() newnode.name = "VFlowContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_split_container_pressed() -> void: selectnode() var newnode = SplitContainer.new() newnode.name = "SplitContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_h_split_container_pressed() -> void: selectnode() var newnode = HSplitContainer.new() newnode.name = "HSplitContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_v_split_container_pressed() -> void: selectnode() var newnode = VSplitContainer.new() newnode.name = "VSplitContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_grid_container_pressed() -> void: selectnode() var newnode = GridContainer.new() newnode.name = "GridContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_scroll_container_pressed() -> void: selectnode() var newnode = ScrollContainer.new() newnode.name = "ScrollContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_margin_container_pressed() -> void: selectnode() var newnode = MarginContainer.new() newnode.name = "MarginContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_aspect_ratio_container_pressed() -> void: selectnode() var newnode = AspectRatioContainer.new() newnode.name = "AspectRatioContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_center_container_pressed() -> void: selectnode() var newnode = CenterContainer.new() newnode.name = "CenterContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_sub_viewport_container_pressed() -> void: selectnode() var newnode = SubViewportContainer.new() newnode.name = "SubViewportContainer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_graph_element_pressed() -> void: selectnode() var newnode = GraphElement.new() newnode.name = "GraphElement" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_graph_frame_pressed() -> void: selectnode() var newnode = GraphFrame.new() newnode.name = "GraphFrame" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_graph_node_pressed() -> void: selectnode() var newnode = GraphNode.new() newnode.name = "GraphNode" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_color_picker_pressed() -> void: selectnode() var newnode = ColorPicker.new() newnode.name = "ColorPicker" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #------按钮 func _on_button_pressed() -> void: selectnode() var newnode = Button.new() newnode.name = "Button" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_check_box_pressed() -> void: selectnode() var newnode = CheckBox.new() newnode.name = "CheckBox" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_check_button_pressed() -> void: selectnode() var newnode = CheckButton.new() newnode.name = "CheckButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_color_picker_button_pressed() -> void: selectnode() var newnode = ColorPickerButton.new() newnode.name = "ColorPickerButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_menu_button_pressed() -> void: selectnode() var newnode = MenuButton.new() newnode.name = "MenuButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_option_button_pressed() -> void: selectnode() var newnode = OptionButton.new() newnode.name = "OptionButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_link_button_pressed() -> void: selectnode() var newnode = LinkButton.new() newnode.name = "LinkButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_texture_button_pressed() -> void: selectnode() var newnode = TextureButton.new() newnode.name = "TextureButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #------文本 func _on_label_pressed() -> void: selectnode() var newnode = Label.new() newnode.name = "Label" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_rich_text_label_pressed() -> void: selectnode() var newnode = RichTextLabel.new() newnode.name = "RichTextLabel" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_line_edit_pressed() -> void: selectnode() var newnode = LineEdit.new() newnode.name = "LineEdit" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_text_edit_pressed() -> void: selectnode() var newnode = TextEdit.new() newnode.name = "TextEdit" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_code_edit_pressed() -> void: selectnode() var newnode = CodeEdit.new() newnode.name = "CodeEdit" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_spin_box_pressed() -> void: selectnode() var newnode = SpinBox.new() newnode.name = "SpinBox" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #------图片 func _on_color_rect_pressed() -> void: selectnode() var newnode = ColorRect.new() newnode.name = "ColorRect" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_texture_rect_pressed() -> void: selectnode() var newnode = TextureRect.new() newnode.name = "TextureRect" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_nine_patch_rect_pressed() -> void: selectnode() var newnode = NinePatchRect.new() newnode.name = "NinePatchRect" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_graph_edit_pressed() -> void: selectnode() var newnode = GraphEdit.new() newnode.name = "GraphEdit" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #------进度条 func _on_progress_bar_pressed() -> void: selectnode() var newnode = ProgressBar.new() newnode.name = "ProgressBar" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_texture_progress_bar_pressed() -> void: selectnode() var newnode = TextureProgressBar.new() newnode.name = "TextureProgressBar" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_h_slider_pressed() -> void: selectnode() var newnode = HSlider.new() newnode.name = "HSlider" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_v_slider_pressed() -> void: selectnode() var newnode = VSlider.new() newnode.name = "VSlider" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_h_scroll_bar_pressed() -> void: selectnode() var newnode = HScrollBar.new() newnode.name = "HScrollBar" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_v_scroll_bar_pressed() -> void: selectnode() var newnode = VScrollBar.new() newnode.name = "VScrollBar" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #------布局 func _on_panel_pressed() -> void: selectnode() var newnode = Panel.new() newnode.name = "Panel" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_tab_bar_pressed() -> void: selectnode() var newnode = TabBar.new() newnode.name = "TabBar" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_tree_pressed() -> void: selectnode() var newnode = Tree.new() newnode.name = "Tree" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_item_list_pressed() -> void: selectnode() var newnode = ItemList.new() newnode.name = "ItemList" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_h_separator_pressed() -> void: selectnode() var newnode = HSeparator.new() newnode.name = "HSeparator" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_v_separator_pressed() -> void: selectnode() var newnode = VSeparator.new() newnode.name = "VSeparator" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_reference_rect_pressed() -> void: selectnode() var newnode = ReferenceRect.new() newnode.name = "ReferenceRect" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_menu_bar_pressed() -> void: selectnode() var newnode = MenuBar.new() newnode.name = "MenuBar" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_video_stream_player_pressed() -> void: selectnode() var newnode = VideoStreamPlayer.new() newnode.name = "VideoStreamPlayer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----2d节点 func _on_node_pressed() -> void: selectnode() var newnode = Node.new() newnode.name = "Node" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_node_2d_pressed() -> void: selectnode() var newnode = Node2D.new() newnode.name = "Node2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_sprite_2d_pressed() -> void: selectnode() var newnode = Sprite2D.new() newnode.name = "Sprite2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_polygon_2d_pressed() -> void: selectnode() var newnode = Polygon2D.new() newnode.name = "Polygon2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_line_2d_pressed() -> void: selectnode() var newnode = Line2D.new() newnode.name = "Line2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_mesh_instance_2d_pressed() -> void: selectnode() var newnode = MeshInstance2D.new() newnode.name = "MeshInstance2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_multi_mesh_instance_2d_pressed() -> void: selectnode() var newnode = MultiMeshInstance2D.new() newnode.name = "MultiMeshInstance2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_marker_2d_pressed() -> void: selectnode() var newnode = Marker2D.new() newnode.name = "Marker2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_remote_transform_2d_pressed() -> void: selectnode() var newnode = RemoteTransform2D.new() newnode.name = "RemoteTransform2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_resource_preloader_pressed() -> void: selectnode() var newnode = ResourcePreloader.new() newnode.name = "ResourcePreloader" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_shader_globals_override_pressed() -> void: selectnode() var newnode = ShaderGlobalsOverride.new() newnode.name = "ShaderGlobalsOverride" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----物理节点 func _on_static_body_2d_pressed() -> void: selectnode() var newnode = StaticBody2D.new() newnode.name = "StaticBody2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_rigid_body_2d_pressed() -> void: selectnode() var newnode = RigidBody2D.new() newnode.name = "RigidBody2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_animatable_body_2d_pressed() -> void: selectnode() var newnode = AnimatableBody2D.new() newnode.name = "AnimatableBody2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_area_2d_pressed() -> void: selectnode() var newnode = Area2D.new() newnode.name = "Area2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_shape_cast_2d_pressed() -> void: selectnode() var newnode = ShapeCast2D.new() newnode.name = "ShapeCast2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_ray_cast_2d_pressed() -> void: selectnode() var newnode = RayCast2D.new() newnode.name = "RayCast2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_character_body_2d_pressed() -> void: selectnode() var newnode = CharacterBody2D.new() newnode.name = "CharacterBody2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_collision_shape_2d_pressed() -> void: selectnode() var newnode = CollisionShape2D.new() newnode.name = "CollisionShape2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_collision_polygon_2d_pressed() -> void: selectnode() var newnode = CollisionPolygon2D.new() newnode.name = "CollisionPolygon2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----动画节点 func _on_animated_sprite_2d_pressed() -> void: selectnode() var newnode = AnimatedSprite2D.new() newnode.name = "AnimatedSprite2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_animation_player_pressed() -> void: selectnode() var newnode = AnimationPlayer.new() newnode.name = "AnimationPlayer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_animation_tree_pressed() -> void: selectnode() var newnode = AnimationTree.new() newnode.name = "AnimationTree" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----骨骼 func _on_physical_bone_2d_pressed() -> void: selectnode() var newnode = PhysicalBone2D.new() newnode.name = "PhysicalBone2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_skeleton_2d_pressed() -> void: selectnode() var newnode = Skeleton2D.new() newnode.name = "Skeleton2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_bone_2d_pressed() -> void: selectnode() var newnode = Bone2D.new() newnode.name = "Bone2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----粒子 func _on_cpu_particles_2d_pressed() -> void: selectnode() var newnode = CPUParticles2D.new() newnode.name = "CPUParticles2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_gpu_particles_2d_pressed() -> void: selectnode() var newnode = GPUParticles2D.new() newnode.name = "GPUParticles2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----光照 func _on_directional_light_2d_pressed() -> void: selectnode() var newnode = DirectionalLight2D.new() newnode.name = "DirectionalLight2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_point_light_2d_pressed() -> void: selectnode() var newnode = PointLight2D.new() newnode.name = "PointLight2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_light_occluder_2d_pressed() -> void: selectnode() var newnode = LightOccluder2D.new() newnode.name = "LightOccluder2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----导航 func _on_navigation_region_2d_pressed() -> void: selectnode() var newnode = NavigationRegion2D.new() newnode.name = "NavigationRegion2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_navigation_link_2d_pressed() -> void: selectnode() var newnode = NavigationLink2D.new() newnode.name = "NavigationLink2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_navigation_obstacle_2d_pressed() -> void: selectnode() var newnode = NavigationObstacle2D.new() newnode.name = "NavigationObstacle2D" parent_node.add_child(newnode) pass # Replace with function body. func _on_navigation_agent_2d_pressed() -> void: selectnode() var newnode = NavigationAgent2D.new() newnode.name = "NavigationAgent2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_path_2d_pressed() -> void: selectnode() var newnode = Path2D.new() newnode.name = "Path2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_path_follow_2d_pressed() -> void: selectnode() var newnode = PathFollow2D.new() newnode.name = "PathFollow2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----视效 func _on_canvas_layer_pressed() -> void: selectnode() var newnode = CanvasLayer.new() newnode.name = "CanvasLayer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_canvas_group_pressed() -> void: selectnode() var newnode = CanvasGroup.new() newnode.name = "CanvasGroup" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_canvas_modulate_pressed() -> void: selectnode() var newnode = CanvasModulate.new() newnode.name = "CanvasModulate" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_parallax_background_pressed() -> void: selectnode() var newnode = ParallaxBackground.new() newnode.name = "ParallaxBackground" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_parallax_2d_pressed() -> void: selectnode() var newnode = Parallax2D.new() newnode.name = "Parallax2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_parallax_layer_pressed() -> void: selectnode() var newnode = ParallaxLayer.new() newnode.name = "ParallaxLayer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_world_environment_pressed() -> void: selectnode() var newnode = WorldEnvironment.new() newnode.name = "WorldEnvironment" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_back_buffer_copy_pressed() -> void: selectnode() var newnode = BackBufferCopy.new() newnode.name = "BackBufferCopy" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_visible_on_screen_notifier_2d_pressed() -> void: selectnode() var newnode = VisibleOnScreenNotifier2D.new() newnode.name = "VisibleOnScreenNotifier2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_visible_on_screen_enabler_2d_pressed() -> void: selectnode() var newnode = VisibleOnScreenEnabler2D.new() newnode.name = "VisibleOnScreenEnabler2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----音频 func _on_audio_stream_player_pressed() -> void: selectnode() var newnode = AudioStreamPlayer.new() newnode.name = "AudioStreamPlayer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_audio_stream_player_2d_pressed() -> void: selectnode() var newnode = AudioStreamPlayer2D.new() newnode.name = "AudioStreamPlayer2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_audio_listener_2d_pressed() -> void: selectnode() var newnode = AudioListener2D.new() newnode.name = "AudioListener2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----特殊 func _on_camera_2d_pressed() -> void: selectnode() var newnode = Camera2D.new() newnode.name = "Camera2D" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_timer_pressed() -> void: selectnode() var newnode = Timer.new() newnode.name = "Timer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_tile_map_layer_pressed() -> void: selectnode() var newnode = TileMapLayer.new() newnode.name = "TileMapLayer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_touch_screen_button_pressed() -> void: selectnode() var newnode = TouchScreenButton.new() newnode.name = "TouchScreenButton" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----网络 func _on_http_request_pressed() -> void: selectnode() var newnode = HTTPRequest.new() newnode.name = "HTTPRequest" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_multiplayer_spawner_pressed() -> void: selectnode() var newnode = MultiplayerSpawner.new() newnode.name = "MultiplayerSpawner" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_multiplayer_synchronizer_pressed() -> void: selectnode() var newnode = MultiplayerSynchronizer.new() newnode.name = "MultiplayerSynchronizer" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----插件 func _on_editor_plugin_pressed() -> void: selectnode() var newnode = EditorPlugin.new() newnode.name = "EditorPlugin" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_grid_map_editor_plugin_pressed() -> void: selectnode() var newnode = GridMapEditorPlugin.new() newnode.name = "GridMapEditorPlugin" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_status_indicator_pressed() -> void: selectnode() var newnode = StatusIndicator.new() newnode.name = "StatusIndicator" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #-----窗口 func _on_window_pressed() -> void: selectnode() var newnode = Window.new() newnode.name = "Window" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #----对话框 func _on_accept_dialog_pressed() -> void: selectnode() var newnode = AcceptDialog.new() newnode.name = "AcceptDialog" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_confirmation_dialog_pressed() -> void: selectnode() var newnode = ConfirmationDialog.new() newnode.name = "ConfirmationDialog" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_file_dialog_pressed() -> void: selectnode() var newnode = FileDialog.new() newnode.name = "FileDialog" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. #----弹出框 func _on_popup_pressed() -> void: selectnode() var newnode = Popup.new() newnode.name = "Popup" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_popup_menu_pressed() -> void: selectnode() var newnode = PopupMenu.new() newnode.name = "PopupMenu" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_popup_panel_pressed() -> void: selectnode() var newnode = PopupPanel.new() newnode.name = "PopupPanel" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body. func _on_sub_viewport_pressed() -> void: selectnode() var newnode = SubViewport.new() newnode.name = "SubViewport" parent_node.add_child(newnode) newnode.owner = editor.get_edited_scene_root() pass # Replace with function body.