@@ -33,7 +33,7 @@ const ZOOM_FACTOR: float = 1.1
3333@onready var _mouse_override : Control = % MouseOverride
3434@onready var _zoom_label : Label = % ZoomLabel
3535
36- var _current_bsd : BlockScriptData
36+ var _current_block_script : BlockScriptSerialization
3737var _block_scenes_by_class = {}
3838var _panning := false
3939var zoom : float :
@@ -96,12 +96,12 @@ func set_child(n: Node):
9696 set_child (c )
9797
9898
99- func bsd_selected ( bsd : BlockScriptData ):
99+ func block_script_selected ( block_script : BlockScriptSerialization ):
100100 clear_canvas ()
101101
102102 var edited_node = EditorInterface .get_inspector ().get_edited_object () as Node
103103
104- if bsd != _current_bsd :
104+ if block_script != _current_block_script :
105105 _window .position = Vector2 (0 , 0 )
106106 zoom = 1
107107
@@ -115,18 +115,18 @@ func bsd_selected(bsd: BlockScriptData):
115115 _open_scene_button .disabled = true
116116 _replace_block_code_button .disabled = true
117117
118- if bsd != null :
119- _load_bsd ( bsd )
118+ if block_script != null :
119+ _load_block_script ( block_script )
120120 _window .visible = true
121121 _zoom_label .visible = true
122122
123- if bsd != _current_bsd :
123+ if block_script != _current_block_script :
124124 reset_window_position ()
125125 elif edited_node == null :
126126 _empty_box .visible = true
127127 elif BlockCodePlugin .node_has_block_code (edited_node ):
128128 # If the selected node has a block code node, but BlockCodePlugin didn't
129- # provide it to bsd_selected , we assume the block code itself is not
129+ # provide it to block_script_selected , we assume the block code itself is not
130130 # editable. In that case, provide options to either edit the node's
131131 # scene file, or override the BlockCode node. This is mostly to avoid
132132 # creating a situation where a node has multiple BlockCode nodes.
@@ -139,21 +139,14 @@ func bsd_selected(bsd: BlockScriptData):
139139 _selected_node_label .text = _selected_node_label_format .format ({"node" : edited_node .name })
140140 _add_block_code_button .disabled = false
141141
142- _current_bsd = bsd
142+ _current_block_script = block_script
143143
144144
145- func _load_bsd ( bsd : BlockScriptData ):
146- for tree in bsd .block_trees :
145+ func _load_block_script ( block_script : BlockScriptSerialization ):
146+ for tree in block_script .block_trees :
147147 load_tree (_window , tree )
148148
149149
150- func scene_has_bsd_nodes () -> bool :
151- var scene_root = EditorInterface .get_edited_scene_root ()
152- if not scene_root :
153- return false
154- return scene_root .find_children ("*" , "BlockCode" ).size () > 0
155-
156-
157150func clear_canvas ():
158151 for child in _window .get_children ():
159152 _window .remove_child (child )
@@ -185,8 +178,8 @@ func rebuild_block_trees(undo_redo):
185178 var block_trees : Array [BlockSerialization ]
186179 for c in _window .get_children ():
187180 block_trees .append (build_tree (c , undo_redo ))
188- undo_redo .add_undo_property (_current_bsd , "block_trees" , _current_bsd .block_trees )
189- undo_redo .add_do_property (_current_bsd , "block_trees" , block_trees )
181+ undo_redo .add_undo_property (_current_block_script , "block_trees" , _current_block_script .block_trees )
182+ undo_redo .add_do_property (_current_block_script , "block_trees" , block_trees )
190183
191184
192185func build_tree (block : Block , undo_redo : EditorUndoRedoManager ) -> BlockSerialization :
@@ -326,6 +319,6 @@ func set_mouse_override(override: bool):
326319 _mouse_override .mouse_default_cursor_shape = Control .CURSOR_ARROW
327320
328321
329- func generate_script_from_current_window (bsd : BlockScriptData ) -> String :
322+ func generate_script_from_current_window (block_script : BlockScriptSerialization ) -> String :
330323 # TODO: implement multiple windows
331- return BlockTreeUtil .generate_script_from_nodes (_window .get_children (), bsd )
324+ return BlockTreeUtil .generate_script_from_nodes (_window .get_children (), block_script )
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