EditorImportPlugin
Hereda: ResourceImporter < RefCounted < Object
Registra un importador de recursos personalizados en el editor. Usa la clase para analizar cualquier archivo e importarlo como un nuevo tipo de recurso.
Descripción
EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers.
EditorImportPlugins work by associating with specific file extensions and a resource type. See _get_recognized_extensions() and _get_resource_type(). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the .godot/imported directory (see ProjectSettings.application/config/use_hidden_project_data_directory).
Below is an example EditorImportPlugin that imports a Mesh from a file with the extension ".special" or ".spec":
@tool
extends EditorImportPlugin
func _get_importer_name():
return "my.special.plugin"
func _get_visible_name():
return "Special Mesh"
func _get_recognized_extensions():
return ["special", "spec"]
func _get_save_extension():
return "mesh"
func _get_resource_type():
return "Mesh"
func _get_preset_count():
return 1
func _get_preset_name(preset_index):
return "Default"
func _get_import_options(path, preset_index):
return [{"name": "my_option", "default_value": false}]
func _import(source_file, save_path, options, platform_variants, gen_files):
var file = FileAccess.open(source_file, FileAccess.READ)
if file == null:
return FAILED
var mesh = ArrayMesh.new()
# Fill the Mesh with data read in "file", left as an exercise to the reader.
var filename = save_path + "." + _get_save_extension()
return ResourceSaver.save(mesh, filename)
using Godot;
public partial class MySpecialPlugin : EditorImportPlugin
{
public override string _GetImporterName()
{
return "my.special.plugin";
}
public override string _GetVisibleName()
{
return "Special Mesh";
}
public override string[] _GetRecognizedExtensions()
{
return ["special", "spec"];
}
public override string _GetSaveExtension()
{
return "mesh";
}
public override string _GetResourceType()
{
return "Mesh";
}
public override int _GetPresetCount()
{
return 1;
}
public override string _GetPresetName(int presetIndex)
{
return "Default";
}
public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetImportOptions(string path, int presetIndex)
{
return
[
new Godot.Collections.Dictionary
{
{ "name", "myOption" },
{ "default_value", false },
},
];
}
public override Error _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array<string> platformVariants, Godot.Collections.Array<string> genFiles)
{
using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read);
if (file.GetError() != Error.Ok)
{
return Error.Failed;
}
var mesh = new ArrayMesh();
// Fill the Mesh with data read in "file", left as an exercise to the reader.
string filename = $"{savePath}.{_GetSaveExtension()}";
return ResourceSaver.Save(mesh, filename);
}
}
To use EditorImportPlugin, register it using the EditorPlugin.add_import_plugin() method first.
Tutoriales
Métodos
_can_import_threaded() virtual const |
|
_get_format_version() virtual const |
|
_get_import_options(path: String, preset_index: int) virtual const |
|
_get_import_order() virtual const |
|
_get_importer_name() virtual const |
|
_get_option_visibility(path: String, option_name: StringName, options: Dictionary) virtual const |
|
_get_preset_count() virtual const |
|
_get_preset_name(preset_index: int) virtual const |
|
_get_priority() virtual const |
|
_get_recognized_extensions() virtual const |
|
_get_resource_type() virtual const |
|
_get_save_extension() virtual const |
|
_get_visible_name() virtual const |
|
_import(source_file: String, save_path: String, options: Dictionary, platform_variants: Array[String], gen_files: Array[String]) virtual const |
|
append_import_external_resource(path: String, custom_options: Dictionary = {}, custom_importer: String = "", generator_parameters: Variant = null) |
Descripciones de Métodos
bool _can_import_threaded() virtual const 🔗
Tells whether this importer can be run in parallel on threads, or, on the contrary, it's only safe for the editor to call it from the main thread, for one file at a time.
If this method is not overridden, it will return false by default.
If this importer's implementation is thread-safe and can be run in parallel, override this with true to optimize for concurrency.
int _get_format_version() virtual const 🔗
Gets the format version of this importer. Increment this version when making incompatible changes to the format of the imported resources.
Array[Dictionary] _get_import_options(path: String, preset_index: int) virtual const 🔗
Obtiene las opciones y los valores por defecto para el preajuste en este índice. Devuelve un array de diccionarios con las siguientes claves: name, default_value, property_hint (opcional), hint_string (opcional), uso (opcional).
int _get_import_order() virtual const 🔗
Obtiene el orden de ejecución de este importador al importar recursos. Los importadores con órdenes de importación inferiores se llamarán primero y los valores superiores se llamarán después. Úsalo para garantizar que el importador se ejecute después de que se hayan importado las dependencias. El orden de importación predeterminado es 0 a menos que lo sobrescriba un importador específico. Véase ImportOrder para ver algunos valores predefinidos.
String _get_importer_name() virtual const 🔗
Obtiene el nombre único del importador.
bool _get_option_visibility(path: String, option_name: StringName, options: Dictionary) virtual const 🔗
Gets whether the import option specified by option_name should be visible in the Import dock. The default implementation always returns true, making all options visible. This is mainly useful for hiding options that depend on others if one of them is disabled.
func _get_option_visibility(path, option_name, options):
# Only show the lossy quality setting if the compression mode is set to "Lossy".
if option_name == "compress/lossy_quality" and options.has("compress/mode"):
return int(options["compress/mode"]) == COMPRESS_LOSSY # This is a constant that you set
return true
public override bool _GetOptionVisibility(string path, StringName optionName, Godot.Collections.Dictionary options)
{
// Only show the lossy quality setting if the compression mode is set to "Lossy".
if (optionName == "compress/lossy_quality" && options.ContainsKey("compress/mode"))
{
return (int)options["compress/mode"] == CompressLossy; // This is a constant you set
}
return true;
}
int _get_preset_count() virtual const 🔗
Obtiene el número de ajustes preestablecidos iniciales definidos por el plugin. Utiliza _get_import_options() para obtener las opciones predeterminadas del ajuste preestablecido y _get_preset_name() para obtener su nombre.
String _get_preset_name(preset_index: int) virtual const 🔗
Obtiene el nombre de las opciones de preajuste en este índice.
float _get_priority() virtual const 🔗
Obtiene la prioridad de este plugin para la extensión reconocida. Se preferirán los plugins de mayor prioridad. La prioridad por defecto es 1.0.
PackedStringArray _get_recognized_extensions() virtual const 🔗
Obtiene la lista de extensiones de archivos para asociar con este cargador (sin distinción de mayúsculas y minúsculas). Por ejemplo, ["obj"].
String _get_resource_type() virtual const 🔗
Obtiene el tipo de recurso Godot asociado a este cargador. Por ejemplo, "Mesh" o "Animation".
String _get_save_extension() virtual const 🔗
Obtiene la extensión utilizada para guardar este recurso en el directorio .godot/imported (véase ProjectSettings.application/config/use_hidden_project_data_directory).
String _get_visible_name() virtual const 🔗
Gets the name to display in the import window. You should choose this name as a continuation to "Import as", e.g. "Import as Special Mesh".
Error _import(source_file: String, save_path: String, options: Dictionary, platform_variants: Array[String], gen_files: Array[String]) virtual const 🔗
Imports source_file with the import options specified. Should return @GlobalScope.OK if the import is successful, other values indicate failure.
The imported resource is expected to be saved to save_path + "." + _get_save_extension(). If a different variant is preferred for a feature tag, save the variant to save_path + "." + tag + "." + _get_save_extension() and add the feature tag to platform_variants.
If additional resource files are generated in the resource filesystem (res://), add their full path to gen_files so that the editor knows they depend on source_file.
This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.
Error append_import_external_resource(path: String, custom_options: Dictionary = {}, custom_importer: String = "", generator_parameters: Variant = null) 🔗
This function can only be called during the _import() callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the custom_options. Additionally, in cases where multiple importers can handle a file, the custom_importer can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. generator_parameters defines optional extra metadata which will be stored as generator_parameters in the remap section of the .import file, for example to store a md5 hash of the source data.