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Add a get_class_name() method in the cel classes
I wish Godot had a method for this already
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@ -303,14 +303,5 @@ class ProjectAPI:
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# then the old extension would have no idea how to identify the types they use
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# E.g the extension may try to use a GroupCel as a PixelCel (if it doesn't know the difference)
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# So it's encouraged to use this function to access cels
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var project = get_current_project()
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var cel = project.get_current_cel()
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# Add cel types as we have more and more cels
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if cel is PixelCel:
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return {"cel": cel, "type": "PixelCel"}
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elif cel is GroupCel:
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return {"cel": cel, "type": "GroupCel"}
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elif cel is Cel3D:
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return {"cel": cel, "type": "Cel3D"}
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else:
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return {"cel": cel, "type": "BaseCel"}
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var cel := get_current_project().get_current_cel()
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return {"cel": cel, "type": cel.get_class_name()}
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@ -73,3 +73,7 @@ func on_remove() -> void:
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func instantiate_cel_button() -> Node:
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return null
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func get_class_name() -> String:
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return "BaseCel"
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@ -210,3 +210,7 @@ func load_image_data_from_pxo(file: File, project_size: Vector2) -> void:
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func instantiate_cel_button() -> Node:
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return Global.pixel_cel_button_node.instance()
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func get_class_name() -> String:
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return "Cel3D"
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@ -19,3 +19,7 @@ func get_image() -> Image:
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func instantiate_cel_button() -> Node:
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return Global.group_cel_button_node.instance()
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func get_class_name() -> String:
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return "GroupCel"
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@ -71,3 +71,7 @@ func load_image_data_from_pxo(file: File, project_size: Vector2) -> void:
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func instantiate_cel_button() -> Node:
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return Global.pixel_cel_button_node.instance()
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func get_class_name() -> String:
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return "PixelCel"
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