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@tool
extends ResourceFormatLoader
# Needed by godot
class_name DialogicCharacterFormatLoader
# returns all excepted extenstions
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(["dch"])
# Returns "Rrsource" if this file can/should be loaded by this script
func _get_resource_type(path: String) -> String:
var ext = path.get_extension().to_lower()
if ext == "dch":
return "Resource"
return ""
# Return true if this type is handled
func _handles_type(typename: StringName) -> bool:
return ClassDB.is_parent_class(typename, "Resource")
# parse the file and return a resource
func _load(path: String, original_path: String, use_sub_threads: bool, cache_mode: int):
# print('[Dialogic] Reimporting character "' , path, '"')
var file := FileAccess.open(path, FileAccess.READ)
if not file:
# For now, just let editor know that for some reason you can't
# read the file.
print("[Dialogic] Error opening file:", FileAccess.get_open_error())
return FileAccess.get_open_error()
return dict_to_inst(str_to_var(file.get_as_text()))
func _get_dependencies(path:String, add_type:bool):
var depends_on : PackedStringArray
var character:DialogicCharacter = load(path)
for p in character.portraits.values():
if 'path' in p and p.path:
depends_on.append(p.path)
return depends_on
func _rename_dependencies(path: String, renames: Dictionary):
var character:DialogicCharacter = load(path)
for p in character.portraits:
if 'path' in character.portraits[p] and character.portraits[p].path in renames:
character.portraits[p].path = renames[character.portraits[p].path]
ResourceSaver.save(character, path)
return OK