iFactory.Godot/addons/BITPlugins/Plugins/RandomIntEditor.cs

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C#
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2023-07-17 04:10:14 +08:00
using Godot;
using System;
namespace BITKit;
#if TOOLS
using Godot;
[Tool]
public partial class RandomIntEditor : EditorProperty
{
// The main control for editing the property.
private Button _propertyControl = new Button();
// An internal value of the property.
private int _currentValue = 0;
// A guard against internal changes when the property is updated.
private bool _updating = false;
public RandomIntEditor()
{
// Add the control as a direct child of EditorProperty node.
AddChild(_propertyControl);
// Make sure the control is able to retain the focus.
AddFocusable(_propertyControl);
// Setup the initial state and connect to the signal to track changes.
RefreshControlText();
//_propertyControl.Connect("pressed", this, nameof(OnButtonPressed));
}
private void OnButtonPressed()
{
// Ignore the signal if the property is currently being updated.
if (_updating)
{
return;
}
// Generate a new random integer between 0 and 99.
_currentValue = (int)GD.Randi() % 100;
RefreshControlText();
EmitChanged(GetEditedProperty(), _currentValue);
}
public override void _UpdateProperty()
{
// Read the current value from the property.
var newValue = (int)GetEditedObject().Get(GetEditedProperty());
if (newValue == _currentValue)
{
return;
}
// Update the control with the new value.
_updating = true;
_currentValue = newValue;
RefreshControlText();
_updating = false;
}
private void RefreshControlText()
{
_propertyControl.Text = $"Value: {_currentValue}";
}
}
#endif