Documentation
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Overview ¶
This is the base class for Godot's resource importers. To implement your own resource importers using editor plugins, see graphics.gd/classdb/EditorImportPlugin.
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResourceImporter ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type ImportOrder ¶
type ImportOrder int //gd:ResourceImporter.ImportOrder
const ( // The default import order. ImportOrderDefault ImportOrder = 0 // The import order for scenes, which ensures scenes are imported after all other core resources such as textures. Custom importers should generally have an import order lower than 100 to avoid issues when importing scenes that rely on custom resources. ImportOrderScene ImportOrder = 100 )
type Instance ¶
type Instance [1]gdclass.ResourceImporter
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResourceImporter ¶
type Interface ¶
type Interface interface { // Called when the engine compilation profile editor wants to check what build options an imported resource needs. For example, [graphics.gd/classdb/ResourceImporterDynamicFont] has a property called [graphics.gd/classdb/ResourceImporterDynamicFont.Instance.MultichannelSignedDistanceField], 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 // // GetBuildDependencies(path string) []string }