mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-21 23:18:11 +00:00
Resource pack templates, now actually generate ALL assets used in game, that was a bit of a slip up
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@@ -10,16 +10,27 @@ const base_info_json := {
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}
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func create_template() -> void:
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get_directories("res://Assets/", files, directories)
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get_directories("res://Assets", files, directories)
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for i in directories:
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DirAccess.make_dir_recursive_absolute(i.replace("res://Assets", "user://resource_packs/new_pack/"))
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DirAccess.make_dir_recursive_absolute(i.replace("res://Assets", "user://resource_packs/new_pack"))
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for i in files:
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var destination = i
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if destination.contains("res://"):
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destination = i.replace("res://Assets", "user://resource_packs/new_pack/")
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destination = i.replace("res://Assets", "user://resource_packs/new_pack")
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else:
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destination = i.replace("user://resource_packs/BaseAssets", "user://resource_packs/new_pack")
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DirAccess.copy_absolute(i, destination)
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print("Copying '" + i + "' to: '" + destination)
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if i.contains(".bgm") or i.contains(".json") or i.contains("user://"):
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DirAccess.copy_absolute(i, destination)
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else:
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var resource = load(i)
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if resource is Texture:
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resource.get_image().save_png(destination)
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elif resource is AudioStream:
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var file = FileAccess.open(destination, FileAccess.WRITE)
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file.store_buffer(resource.data)
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file.close()
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var file = FileAccess.open("user://resource_packs/new_pack/pack_info.json", FileAccess.WRITE)
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file.store_string(JSON.stringify(base_info_json, "\t"))
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file.close()
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@@ -34,7 +45,9 @@ func get_directories(base_dir := "", files := [], directories := []) -> void:
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func get_files(base_dir := "", files := []) -> void:
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for i in DirAccess.get_files_at(base_dir):
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if i.contains(".import") == false and base_dir.contains("LevelGuides") == false:
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if base_dir.contains("LevelGuides") == false:
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i = i.replace(".import", "")
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print(i)
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var target_path = base_dir + "/" + i
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var rom_assets_path = target_path.replace("res://Assets", "user://resource_packs/BaseAssets")
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if FileAccess.file_exists(rom_assets_path):
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