EditorResourceConversionPlugin

继承: RefCounted < Object

Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a StandardMaterial3D to a ShaderMaterial.

描述

EditorResourceConversionPlugin is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type.

Below shows an example of a basic plugin that will convert an ImageTexture to a PortableCompressedTexture2D.


    extends EditorResourceConversionPlugin
    
    func _handles(resource: Resource):
        return resource is ImageTexture
    
    func _converts_to():
        return "PortableCompressedTexture2D"
    
    func _convert(itex: Resource):
        var ptex = PortableCompressedTexture2D.new()
        ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)
        return ptex

To use an EditorResourceConversionPlugin, register it using the EditorPlugin.add_resource_conversion_plugin method first.

方法

Resource_convert ( resource: Resource ) virtual1 const2
String_converts_to ( ) virtual1 const2
bool_handles ( resource: Resource ) virtual1 const2

方法说明

Resource _convert ( resource: Resource ) virtual1 const2

Takes an input Resource and converts it to the type given in _converts_to. The returned Resource is the result of the conversion, and the input Resource remains unchanged.


String _converts_to ( ) virtual1 const2

Returns the class name of the target type of Resource that this plugin converts source resources to.


bool _handles ( resource: Resource ) virtual1 const2

Called to determine whether a particular Resource can be converted to the target resource type by this plugin.

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。