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pack_editor_scene.gd
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pack_editor_scene.gd
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# Copyright (c) eska <[email protected]>
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice,
# this list of conditions and the following disclaimer.
# 2. Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
# FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
# DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
# SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
# OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# This script will pack the Godot Engine editor itself as a scene.
# Run it with `Scene`->`Run Script` (Shift+Ctrl+R).
# Scene file will be saved as `res://editor_scene.scn`.
# The resulting file has little use, since many node types used by the
# editor are not exposed.
tool
extends EditorScript
var editor
func _run():
editor = OS.get_main_loop().get_root().get_child( 0 )
acquire_children( editor )
var pckscn = PackedScene.new()
pckscn.pack( editor )
ResourceSaver.save( "res://editor_scene.scn", pckscn )
func acquire_children( node ):
for child in node.get_children():
if child == get_scene():
continue # don't mess up the opened scene
acquire_children( child )
child.set_owner( editor )