Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Resource filesystem, as the editor sees it.
This object holds information of all resources in the filesystem, their types, etc.
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_resource_filesystem.
get_filesystem ( )
get_scanning_progress ( ) const
is_scanning ( ) const
scan ( )
scan_sources ( )
filesystem_changed ( )
Emitted if the filesystem changed.
resources_reimported ( PackedStringArray resources )
Emitted if a resource is reimported.
resources_reload ( PackedStringArray resources )
Emitted if at least one resource is reloaded when the filesystem is scanned.
script_classes_updated ( )
Emitted when the list of global script classes gets updated.
sources_changed ( bool exist )
Emitted if the source of any imported file changed.
Returns the resource type of the file, given the full path. This returns a string such as
"GDScript", not a file extension such as
EditorFileSystemDirectory get_filesystem ( )
Gets the root directory object.
Returns a view into the filesystem at
float get_scanning_progress ( ) const
Returns the scan progress for 0 to 1 if the FS is being scanned.
bool is_scanning ( ) const
true if the filesystem is being scanned.
void reimport_files ( PackedStringArray files )
Reimports a set of files. Call this if these files or their
.import files were directly edited by script or an external program.
Note: This function blocks until the import is finished. However, the main loop iteration, including timers and Node._process, will occur during the import process due to progress bar updates. Avoid calls to reimport_files or scan while an import is in progress.
void scan ( )
Scan the filesystem for changes.
void scan_sources ( )<