Add spine and dialogic museums

This commit is contained in:
2026-06-15 00:35:27 +02:00
parent 12efcbb4a6
commit a621366717
1088 changed files with 74220 additions and 0 deletions

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@tool
class_name DialogicLayoutLayer
extends Node
## Base class that should be extended by custom dialogic layout layers.
@export_group("Layer")
@export_subgroup("Disabled")
## If [code]true[/code] the layer is hidden and it's processing disabled.
@export var disabled := false
@export_group("Private")
## If [code]true[/code] [method _apply_export_overrides] is called on _ready(). [br]
## When a layer is used in a style, [method _apply_export_overrides] is called
## by the base layer on style changes. However when a style is made custom,
## you might want them to either still be applied (set to [code]true[/code]) or edit settings directly on their nodes going forward (set to [code]false[/code]).
## This is turned on automatically when making the custom.
@export var apply_overrides_on_ready := false
var this_folder: String = get_script().resource_path.get_base_dir()
func _ready() -> void:
if apply_overrides_on_ready and not Engine.is_editor_hint():
_apply_export_overrides()
## Override this and load all your exported settings (apply them to the scene)
func _apply_export_overrides() -> void:
pass
func apply_export_overrides() -> void:
if disabled:
if "visible" in self:
set("visible", false)
process_mode = Node.PROCESS_MODE_DISABLED
else:
if "visible" in self:
set("visible", true)
process_mode = Node.PROCESS_MODE_INHERIT
_apply_export_overrides()
## Use this to get potential global settings.
func get_global_setting(setting_name:StringName, default:Variant) -> Variant:
return get_parent().get_global_setting(setting_name, default)