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2026-04-20 20:25:10 +04:00
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@tool
## Editor-time preview for a single ADT tile.
extends Node3D
const PREVIEW_NODE_NAME := "__adt_tile_preview__"
const ADT_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/adt_builder.gd")
@export var extracted_dir: String = "res://extracted"
@export var map_name: String = "Azeroth"
@export var tile_x: int = 32
@export var tile_y: int = 48
@export var auto_rebuild_in_editor: bool = true
@export var reload_now: bool = false
var _last_signature := ""
var _rebuild_queued := false
func _ready() -> void:
set_process(true)
_queue_rebuild()
func _process(_delta: float) -> void:
if reload_now:
reload_now = false
_queue_rebuild()
if Engine.is_editor_hint() and auto_rebuild_in_editor:
var current_signature := _make_signature()
if current_signature != _last_signature:
_queue_rebuild()
func _queue_rebuild() -> void:
if _rebuild_queued or not is_inside_tree():
return
_rebuild_queued = true
call_deferred("_rebuild_preview")
func _rebuild_preview() -> void:
_rebuild_queued = false
_clear_preview()
_last_signature = _make_signature()
if not ClassDB.class_exists("ADTLoader"):
push_warning("ADTLoader not found. Rebuild GDExtension first.")
return
var abs_extracted := ProjectSettings.globalize_path(extracted_dir)
var adt_path := "%s/World/Maps/%s/%s_%d_%d.adt" % [
abs_extracted, map_name, map_name, tile_x, tile_y
]
if not FileAccess.file_exists(adt_path):
push_warning("ADT not found: %s" % adt_path)
return
var loader = ClassDB.instantiate("ADTLoader")
var data: Dictionary = loader.call("load_adt", adt_path)
if data.is_empty() or not data.has("chunks"):
push_warning("Failed to load ADT: %s" % adt_path)
return
var builder := ADT_BUILDER_SCRIPT.new()
var terrain: Node3D = builder.build_scene(data, abs_extracted)
terrain.name = PREVIEW_NODE_NAME
add_child(terrain)
func _clear_preview() -> void:
var preview := get_node_or_null(PREVIEW_NODE_NAME)
if preview:
remove_child(preview)
preview.free()
func _make_signature() -> String:
return "%s|%s|%d|%d" % [extracted_dir, map_name, tile_x, tile_y]