EditorImportPlugin

继承: ResourceImporter < RefCounted < Object

Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.

描述

EditorImportPlugin s 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 new string[] { "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.Array<Godot.Collections.Dictionary>
            {
                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.

方法

bool_can_import_threaded ( ) virtual1 const2
Array Dictionary_get_import_options ( path: String, preset_index: int ) virtual1 const2
int_get_import_order ( ) virtual1 const2
String_get_importer_name ( ) virtual1 const2
bool_get_option_visibility ( path: String, option_name: StringName, options: Dictionary ) virtual1 const2
int_get_preset_count ( ) virtual1 const2
String_get_preset_name ( preset_index: int ) virtual1 const2
float_get_priority ( ) virtual1 const2
PackedStringArray_get_recognized_extensions ( ) virtual1 const2
String_get_resource_type ( ) virtual1 const2
String_get_save_extension ( ) virtual1 const2
String_get_visible_name ( ) virtual1 const2
Error_import ( source_file: String, save_path: String, options: Dictionary, platform_variants: Array String, gen_files: Array String ) virtual1 const2
Errorappend_import_external_resource ( path: String, custom_options: Dictionary = {}, custom_importer: String = "", generator_parameters: Variant = null )

方法说明

bool _can_import_threaded ( ) virtual1 const2

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.


Array Dictionary _get_import_options ( path: String, preset_index: int ) virtual1 const2

Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: name, default_value, property_hint (optional), hint_string (optional), usage (optional).


int _get_import_order ( ) virtual1 const2

Gets the order of this importer to be run when importing resources. Importers with lower import orders will be called first, and higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported. The default import order is 0 unless overridden by a specific importer. See ImportOrder for some predefined values.


String _get_importer_name ( ) virtual1 const2

Gets the unique name of the importer.


bool _get_option_visibility ( path: String, option_name: StringName, options: Dictionary ) virtual1 const2

This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example:


    func _get_option_visibility(option, options):
        # Only show the lossy quality setting if the compression mode is set to "Lossy".
        if option == "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 void _GetOptionVisibility(string option, Godot.Collections.Dictionary options)
    {
        // Only show the lossy quality setting if the compression mode is set to "Lossy".
        if (option == "compress/lossy_quality" && options.ContainsKey("compress/mode"))
        {
            return (int)options["compress/mode"] == CompressLossy; // This is a constant you set
        }
    
        return true;
    }

Returns true to make all options always visible.


int _get_preset_count ( ) virtual1 const2

Gets the number of initial presets defined by the plugin. Use _get_import_options to get the default options for the preset and _get_preset_name to get the name of the preset.


String _get_preset_name ( preset_index: int ) virtual1 const2

Gets the name of the options preset at this index.


float _get_priority ( ) virtual1 const2

Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is 1.0.


PackedStringArray _get_recognized_extensions ( ) virtual1 const2

Gets the list of file extensions to associate with this loader (case-insensitive). e.g. ["obj"].


String _get_resource_type ( ) virtual1 const2

Gets the Godot resource type associated with this loader. e.g. "Mesh" or "Animation".


String _get_save_extension ( ) virtual1 const2

Gets the extension used to save this resource in the .godot/imported directory (see ProjectSettings.application/config/use_hidden_project_data_directory).


String _get_visible_name ( ) virtual1 const2

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 ) virtual1 const2

Imports source_file into save_path with the import options specified. The platform_variants and gen_files arrays will be modified by this function.

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.

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。