@@ -32,7 +32,7 @@ const ZOOM_FACTOR: float = 1.1
3232@onready var _mouse_override : Control = % MouseOverride
3333@onready var _zoom_label : Label = % ZoomLabel
3434
35- var _current_bsd : BlockScriptData
35+ var _current_block_script : BlockScriptSerialization
3636var _block_scenes_by_class = {}
3737var _panning := false
3838var zoom : float :
@@ -95,12 +95,12 @@ func set_child(n: Node):
9595 set_child (c )
9696
9797
98- func bsd_selected ( bsd : BlockScriptData ):
98+ func block_script_selected ( block_script : BlockScriptSerialization ):
9999 clear_canvas ()
100100
101101 var edited_node = EditorInterface .get_inspector ().get_edited_object () as Node
102102
103- if bsd != _current_bsd :
103+ if block_script != _current_block_script :
104104 _window .position = Vector2 (0 , 0 )
105105 zoom = 1
106106
@@ -114,18 +114,18 @@ func bsd_selected(bsd: BlockScriptData):
114114 _open_scene_button .disabled = true
115115 _replace_block_code_button .disabled = true
116116
117- if bsd != null :
118- _load_bsd ( bsd )
117+ if block_script != null :
118+ _load_block_script ( block_script )
119119 _window .visible = true
120120 _zoom_label .visible = true
121121
122- if bsd != _current_bsd :
122+ if block_script != _current_block_script :
123123 reset_window_position ()
124124 elif edited_node == null :
125125 _empty_box .visible = true
126126 elif BlockCodePlugin .node_has_block_code (edited_node ):
127127 # If the selected node has a block code node, but BlockCodePlugin didn't
128- # provide it to bsd_selected , we assume the block code itself is not
128+ # provide it to block_script_selected , we assume the block code itself is not
129129 # editable. In that case, provide options to either edit the node's
130130 # scene file, or override the BlockCode node. This is mostly to avoid
131131 # creating a situation where a node has multiple BlockCode nodes.
@@ -138,21 +138,14 @@ func bsd_selected(bsd: BlockScriptData):
138138 _selected_node_label .text = _selected_node_label_format .format ({"node" : edited_node .name })
139139 _add_block_code_button .disabled = false
140140
141- _current_bsd = bsd
141+ _current_block_script = block_script
142142
143143
144- func _load_bsd ( bsd : BlockScriptData ):
145- for tree in bsd .block_trees :
144+ func _load_block_script ( block_script : BlockScriptSerialization ):
145+ for tree in block_script .block_trees :
146146 load_tree (_window , tree )
147147
148148
149- func scene_has_bsd_nodes () -> bool :
150- var scene_root = EditorInterface .get_edited_scene_root ()
151- if not scene_root :
152- return false
153- return scene_root .find_children ("*" , "BlockCode" ).size () > 0
154-
155-
156149func clear_canvas ():
157150 for child in _window .get_children ():
158151 _window .remove_child (child )
@@ -184,8 +177,8 @@ func rebuild_block_trees(undo_redo):
184177 var block_trees : Array [BlockSerialization ]
185178 for c in _window .get_children ():
186179 block_trees .append (build_tree (c , undo_redo ))
187- undo_redo .add_undo_property (_current_bsd , "block_trees" , _current_bsd .block_trees )
188- undo_redo .add_do_property (_current_bsd , "block_trees" , block_trees )
180+ undo_redo .add_undo_property (_current_block_script , "block_trees" , _current_block_script .block_trees )
181+ undo_redo .add_do_property (_current_block_script , "block_trees" , block_trees )
189182
190183
191184func build_tree (block : Block , undo_redo : EditorUndoRedoManager ) -> BlockSerialization :
@@ -325,6 +318,6 @@ func set_mouse_override(override: bool):
325318 _mouse_override .mouse_default_cursor_shape = Control .CURSOR_ARROW
326319
327320
328- func generate_script_from_current_window (bsd : BlockScriptData ) -> String :
321+ func generate_script_from_current_window (block_script : BlockScriptSerialization ) -> String :
329322 # TODO: implement multiple windows
330- return InstructionTree .generate_script_from_nodes (_window .get_children (), bsd )
323+ return InstructionTree .generate_script_from_nodes (_window .get_children (), block_script )
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