feat: updated engine version to 4.4-rc1
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@ -7,6 +7,7 @@
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A singleton used to load resource files from the filesystem.
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It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
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[b]Note:[/b] You have to import the files into the engine first to load them using [method load]. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
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[b]Note:[/b] Non-resource files such as plain text files cannot be read using [ResourceLoader]. Use [FileAccess] for those files instead, and be aware that non-resource files are not exported by default (see notes in the [FileAccess] class description for instructions on exporting them).
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</description>
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<tutorials>
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<link title="Operating System Testing Demo">https://godotengine.org/asset-library/asset/2789</link>
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@ -31,6 +32,14 @@
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[b]Note:[/b] If you use [method Resource.take_over_path], this method will return [code]true[/code] for the taken path even if the resource wasn't saved (i.e. exists only in resource cache).
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</description>
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</method>
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<method name="get_cached_ref">
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<return type="Resource" />
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<param index="0" name="path" type="String" />
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<description>
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Returns the cached resource reference for the given [param path].
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[b]Note:[/b] If the resource is not cached, the returned [Resource] will be invalid.
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</description>
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</method>
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<method name="get_dependencies">
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<return type="PackedStringArray" />
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<param index="0" name="path" type="String" />
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@ -38,9 +47,9 @@
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Returns the dependencies for the resource at the given [param path].
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[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/code]. You can use [method String.get_slice] to get their components.
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[codeblock]
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for dep in ResourceLoader.get_dependencies(path):
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print(dep.get_slice("::", 0)) # Prints UID.
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print(dep.get_slice("::", 2)) # Prints path.
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for dependency in ResourceLoader.get_dependencies(path):
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print(dependency.get_slice("::", 0)) # Prints the UID.
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print(dependency.get_slice("::", 2)) # Prints the path.
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[/codeblock]
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</description>
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</method>
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Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] method will use the cached version. The cached resource can be overridden by using [method Resource.take_over_path] on a new resource for that same path.
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</description>
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</method>
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<method name="list_directory">
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<return type="PackedStringArray" />
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<param index="0" name="directory_path" type="String" />
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<description>
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Lists a directory (as example: "res://assets/enemies"), returning all resources contained within. The resource files are the original file names as visible in the editor before exporting.
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</description>
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</method>
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<method name="load">
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<return type="Resource" />
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<param index="0" name="path" type="String" />
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@ -96,7 +112,7 @@
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<param index="1" name="progress" type="Array" default="[]" />
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<description>
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Returns the status of a threaded loading operation started with [method load_threaded_request] for the resource at [param path]. See [enum ThreadLoadStatus] for possible return values.
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An array variable can optionally be passed via [param progress], and will return a one-element array containing the percentage of completion of the threaded loading.
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An array variable can optionally be passed via [param progress], and will return a one-element array containing the ratio of completion of the threaded loading (between [code]0.0[/code] and [code]1.0[/code]).
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[b]Note:[/b] The recommended way of using this method is to call it during different frames (e.g., in [method Node._process], instead of a loop).
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</description>
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</method>
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