resources.rst 14 KB

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  1. .. _doc_resources:
  2. Resources
  3. =========
  4. Nodes and resources
  5. -------------------
  6. Up to this tutorial, we focused on the :ref:`Node <class_Node>`
  7. class in Godot as that's the one you use to code behavior and
  8. most of the engine's features rely on it. There is
  9. another datatype that is just as important:
  10. :ref:`Resource <class_Resource>`.
  11. *Nodes* give you functionality: they draw sprites, 3D models, simulate physics,
  12. arrange user interfaces, etc. **Resources** are **data containers**. They don't
  13. do anything on their own: instead, nodes use the data contained in resources.
  14. Anything Godot saves or loads from disk is a resource. Be it a scene (a ``.tscn``
  15. or an ``.scn`` file), an image, a script... Here are some ``Resource`` examples:
  16. :ref:`Texture <class_Texture>`, :ref:`Script <class_Script>`, :ref:`Mesh
  17. <class_Mesh>`, :ref:`Animation <class_Animation>`, :ref:`AudioStream
  18. <class_AudioStream>`, :ref:`Font <class_Font>`, :ref:`Translation
  19. <class_Translation>`.
  20. When the engine loads a resource from disk, **it only loads it once**. If a copy
  21. of that resource is already in memory, trying to load the resource again will
  22. return the same copy every time. As resources only contain data, there is no need
  23. to duplicate them.
  24. Every object, be it a Node or a Resource, can export properties. There are many
  25. types of Properties, like String, integer, Vector2, etc., and any of these types
  26. can become a resource. This means that both nodes and resources can contain
  27. resources as properties:
  28. .. image:: img/nodes_resources.png
  29. External vs built-in
  30. --------------------
  31. There are two ways to save resources. They can be:
  32. 1. **External** to a scene, saved on the disk as individual files.
  33. 2. **Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're attached to.
  34. To be more specific, here's a :ref:`Texture <class_Texture>`
  35. in a :ref:`Sprite <class_Sprite>` node:
  36. .. image:: img/spriteprop.png
  37. Clicking the resource preview allows us to view and edit the resource's properties.
  38. .. image:: img/resourcerobi.png
  39. The path property tells us where the resource comes from. In this case, it comes
  40. from a PNG image called ``robi.png``. When the resource comes from a file like
  41. this, it is an external resource. If you erase the path or this path is empty,
  42. it becomes a built-in resource.
  43. The switch between built-in and external resources happens when you save the
  44. scene. In the example above, if you erase the path ``"res://robi.png"`` and
  45. save, Godot will save the image inside the ``.tscn`` scene file.
  46. .. note::
  47. Even if you save a built-in resource, when you instance a scene multiple
  48. times, the engine will only load one copy of it.
  49. Loading resources from code
  50. ---------------------------
  51. There are two ways to load resources from code. First, you can use the ``load()`` function anytime:
  52. .. tabs::
  53. .. code-tab:: gdscript GDScript
  54. func _ready():
  55. var res = load("res://robi.png") # Godot loads the Resource when it reads the line.
  56. get_node("sprite").texture = res
  57. .. code-tab:: csharp
  58. public override void _Ready()
  59. {
  60. var texture = (Texture)GD.Load("res://robi.png"); // Godot loads the Resource when it reads the line.
  61. var sprite = GetNode<Sprite>("sprite");
  62. sprite.Texture = texture;
  63. }
  64. You can also ``preload`` resources. Unlike ``load``, this function will read the
  65. file from disk and load it at compile-time. As a result, you cannot call preload
  66. with a variable path: you need to use a constant string.
  67. .. tabs::
  68. .. code-tab:: gdscript GDScript
  69. func _ready():
  70. var res = preload("res://robi.png") # Godot loads the resource at compile-time
  71. get_node("sprite").texture = res
  72. .. code-tab:: csharp
  73. // 'preload()' is unavailable in C Sharp.
  74. Loading scenes
  75. --------------
  76. Scenes are also resources, but there is a catch. Scenes saved to disk are
  77. resources of type :ref:`PackedScene <class_PackedScene>`. The
  78. scene is packed inside a resource.
  79. To get an instance of the scene, you have to use the
  80. :ref:`PackedScene.instance() <class_PackedScene_method_instance>` method.
  81. .. tabs::
  82. .. code-tab:: gdscript GDScript
  83. func _on_shoot():
  84. var bullet = preload("res://bullet.tscn").instance()
  85. add_child(bullet)
  86. .. code-tab:: csharp
  87. private PackedScene _bulletScene = (PackedScene)GD.Load("res://bullet.tscn");
  88. public void OnShoot()
  89. {
  90. Node bullet = _bulletScene.Instance();
  91. AddChild(bullet);
  92. }
  93. This method creates the nodes in the scene's hierarchy, configures them, and
  94. returns the root node of the scene. You can then add it as a child of any other
  95. node.
  96. The approach has several advantages. As the :ref:`PackedScene.instance()
  97. <class_PackedScene_method_instance>` function is fast, you can create new
  98. enemies, bullets, effects, etc. without having to load them again from disk each
  99. time. Remember that, as always, images, meshes, etc. are all shared between the
  100. scene instances.
  101. Freeing resources
  102. -----------------
  103. When a ``Resource`` is no longer in use, it will automatically free itself.
  104. Since, in most cases, Resources are contained in Nodes, when you free a node,
  105. the engine frees all the resources it owns as well if no other node uses them.
  106. Creating your own resources
  107. ---------------------------
  108. Like any Object in Godot, users can also script Resources. Resource scripts
  109. inherit the ability to freely translate between object properties and serialized
  110. text or binary data (\*.tres, \*.res). They also inherit the reference-counting
  111. memory management from the Reference type.
  112. This comes with many distinct advantages over alternative data
  113. structures, such as JSON, CSV, or custom TXT files. Users can only import these
  114. assets as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a
  115. :ref:`File <class_File>` to parse. What sets Resources apart is their
  116. inheritance of :ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`,
  117. and :ref:`Resource <class_Resource>` features:
  118. - They can define constants, so constants from other data fields or objects are not needed.
  119. - They can define methods, including setter/getter methods for properties. This allows for abstraction and encapsulation of the underlying data. If the Resource script's structure needs to change, the game using the Resource need not also change.
  120. - They can define signals, so Resources can trigger responses to changes in the data they manage.
  121. - They have defined properties, so users know 100% that their data will exist.
  122. - Resource auto-serialization and deserialization is a built-in Godot Engine feature. Users do not need to implement custom logic to import/export a resource file's data.
  123. - Resources can even serialize sub-Resources recursively, meaning users can design even more sophisticated data structures.
  124. - Users can save Resources as version-control-friendly text files (\*.tres). Upon exporting a game, Godot serializes resource files as binary files (\*.res) for increased speed and compression.
  125. - Godot Engine's Inspector renders and edits Resource files out-of-the-box. As such, users often do not need to implement custom logic to visualize or edit their data. To do so, double-click the resource file in the FileSystem dock or click the folder icon in the Inspector and open the file in the dialog.
  126. - They can extend **other** resource types besides just the base Resource.
  127. Godot makes it easy to create custom Resources in the Inspector.
  128. 1. Create a plain Resource object in the Inspector. This can even be a type that derives Resource, so long as your script is extending that type.
  129. 2. Set the ``script`` property in the Inspector to be your script.
  130. The Inspector will now display your Resource script's custom properties. If one edits
  131. those values and saves the resource, the Inspector serializes the custom properties
  132. too! To save a resource from the Inspector, click the Inspector's tools menu (top right),
  133. and select "Save" or "Save As...".
  134. If the script's language supports :ref:`script classes <doc_gdscript_basics_class_name>`,
  135. then it streamlines the process. Defining a name for your script alone will add it to
  136. the Inspector's creation dialog. This will auto-add your script to the Resource
  137. object you create.
  138. Let's see some examples.
  139. .. tabs::
  140. .. code-tab:: gdscript GDScript
  141. # bot_stats.gd
  142. extends Resource
  143. export(int) var health
  144. export(Resource) var sub_resource
  145. export(Array, String) var strings
  146. # Make sure that every parameter has a default value.
  147. # Otherwise, there will be problems with creating and editing
  148. # your resource via the inspector.
  149. func _init(p_health = 0, p_sub_resource = null, p_strings = []):
  150. health = p_health
  151. sub_resource = p_sub_resource
  152. strings = p_strings
  153. # bot.gd
  154. extends KinematicBody
  155. export(Resource) var stats
  156. func _ready():
  157. # Uses an implicit, duck-typed interface for any 'health'-compatible resources.
  158. if stats:
  159. print(stats.health) # Prints '10'.
  160. .. code-tab:: csharp
  161. // BotStats.cs
  162. using System;
  163. using Godot;
  164. namespace ExampleProject {
  165. public class BotStats : Resource
  166. {
  167. [Export]
  168. public int Health { get; set; }
  169. [Export]
  170. public Resource SubResource { get; set; }
  171. [Export]
  172. public String[] Strings { get; set; }
  173. // Make sure that every parameter has a default value.
  174. // Otherwise, there will be problems with creating and editing
  175. // your resource via the inspector.
  176. public BotStats(int health = 0, Resource subResource = null, String[] strings = null)
  177. {
  178. Health = health;
  179. SubResource = subResource;
  180. Strings = strings ?? new String[0];
  181. }
  182. }
  183. }
  184. // Bot.cs
  185. using System;
  186. using Godot;
  187. namespace ExampleProject {
  188. public class Bot : KinematicBody
  189. {
  190. [Export]
  191. public Resource Stats;
  192. public override void _Ready()
  193. {
  194. if (Stats != null && Stats is BotStats botStats) {
  195. GD.Print(botStats.Health); // Prints '10'.
  196. }
  197. }
  198. }
  199. }
  200. .. note::
  201. Resource scripts are similar to Unity's ScriptableObjects. The Inspector
  202. provides built-in support for custom resources. If desired though, users
  203. can even design their own Control-based tool scripts and combine them
  204. with an :ref:`EditorPlugin <class_EditorPlugin>` to create custom
  205. visualizations and editors for their data.
  206. Unreal Engine 4's DataTables and CurveTables are also easy to recreate with
  207. Resource scripts. DataTables are a String mapped to a custom struct, similar
  208. to a Dictionary mapping a String to a secondary custom Resource script.
  209. .. tabs::
  210. .. code-tab:: gdscript GDScript
  211. # bot_stats_table.gd
  212. extends Resource
  213. const BotStats = preload("bot_stats.gd")
  214. var data = {
  215. "GodotBot": BotStats.new(10), # Creates instance with 10 health.
  216. "DifferentBot": BotStats.new(20) # A different one with 20 health.
  217. }
  218. func _init():
  219. print(data)
  220. .. code-tab:: csharp
  221. using System;
  222. using Godot;
  223. public class BotStatsTable : Resource
  224. {
  225. private Godot.Dictionary<String, BotStats> _stats = new Godot.Dictionary<String, BotStats>();
  226. public BotStatsTable()
  227. {
  228. _stats["GodotBot"] = new BotStats(10); // Creates instance with 10 health.
  229. _stats["DifferentBot"] = new BotStats(20); // A different one with 20 health.
  230. GD.Print(_stats);
  231. }
  232. }
  233. Instead of just inlining the Dictionary values, one could also, alternatively...
  234. 1. Import a table of values from a spreadsheet and generate these key-value pairs, or...
  235. 2. Design a visualization within the editor and create a simple plugin that adds it
  236. to the Inspector when you open these types of Resources.
  237. CurveTables are the same thing, except mapped to an Array of float values
  238. or a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object.
  239. .. warning::
  240. Beware that resource files (\*.tres/\*.res) will store the path of the script
  241. they use in the file. When loaded, they will fetch and load this script as an
  242. extension of their type. This means that trying to assign a subclass, i.e. an
  243. inner class of a script (such as using the ``class`` keyword in GDScript) won't
  244. work. Godot will not serialize the custom properties on the script subclass properly.
  245. In the example below, Godot would load the ``Node`` script, see that it doesn't
  246. extend ``Resource``, and then determine that the script failed to load for the
  247. Resource object since the types are incompatible.
  248. .. tabs::
  249. .. code-tab:: gdscript GDScript
  250. extends Node
  251. class MyResource:
  252. extends Resource
  253. export var value = 5
  254. func _ready():
  255. var my_res = MyResource.new()
  256. # This will NOT serialize the 'value' property.
  257. ResourceSaver.save("res://my_res.tres", my_res)
  258. .. code-tab:: csharp
  259. using System;
  260. using Godot;
  261. public class MyNode : Node
  262. {
  263. public class MyResource : Resource
  264. {
  265. [Export]
  266. public int Value { get; set; } = 5;
  267. }
  268. public override void _Ready()
  269. {
  270. var res = new MyResource();
  271. // This will NOT serialize the 'Value' property.
  272. ResourceSaver.Save("res://MyRes.tres", res);
  273. }
  274. }