2025-05-09 15:40:47 +08:00

1191 lines
34 KiB
GDScript

@tool
extends Control
var ed: EditorPlugin = null
func _on_刷新_pressed() -> void:
if is_instance_valid(ed.): #如果面板存在
ed.remove_control_from_docks(ed.) #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..get_children(): #遍历面板的子节点
ed..remove_child(child) #移除子节点
child.queue_free() #释放子节点
ed..queue_free() #释放面板
# 重新创建面板
ed. = preload("res://addons/fastnode/ui.tscn").instantiate() #加载面板
ed..ed = ed #设置面板的ed属性为ed
ed..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.) #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 = PackedScene.new()
var = Node2D.new()
.name = "Template1Root"
var = Sprite2D.new()
.name = "MySprite"
.add_child()
# 设置owner以便正确保存场景
for child in .get_children():
child.owner =
.pack()
var = "res://模板_1_%d.tscn" % (randi() % 10000)
ResourceSaver.save(, )
ed.get_editor_interface().open_scene_from_path()
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.