ResourceImporter
繼承: RefCounted < Object
被繼承: EditorImportPlugin, ResourceImporterBitMap, ResourceImporterBMFont, ResourceImporterCSVTranslation, ResourceImporterDynamicFont, ResourceImporterImage, ResourceImporterImageFont, ResourceImporterLayeredTexture, ResourceImporterMP3, ResourceImporterOBJ, ResourceImporterOggVorbis, ResourceImporterScene, ResourceImporterShaderFile, ResourceImporterSVG, ResourceImporterTexture, ResourceImporterTextureAtlas, ResourceImporterWAV
資源匯入器的基底類別。
說明
這是 Godot 資源匯入器的基底類別。要使用編輯器外掛程式實作你自己的資源匯入器,請參考 EditorImportPlugin。
教學
方法
_get_build_dependencies(path: String) virtual const |
列舉
enum ImportOrder: 🔗
ImportOrder IMPORT_ORDER_DEFAULT = 0
預設匯入順序。
ImportOrder IMPORT_ORDER_SCENE = 100
場景的匯入順序,確保場景被匯入在所有其他核心資源(如紋理)之後。自訂匯入器的匯入順序一般應低於100,以避免匯入依賴自訂資源的場景時出現問題。
方法說明
PackedStringArray _get_build_dependencies(path: String) virtual const 🔗
Called when the engine compilation profile editor wants to check what build options an imported resource needs. For example, ResourceImporterDynamicFont has a property called ResourceImporterDynamicFont.multichannel_signed_distance_field, that depends on the engine to be build with the "msdfgen" module. If that resource happened to be a custom one, it would be handled like this:
func _get_build_dependencies(path):
var resource = load(path)
var dependencies = PackedStringArray()
if resource.multichannel_signed_distance_field:
dependencies.push_back("module_msdfgen_enabled")
return dependencies