Files
Super-Mario-Bros.-Remastere…/Scripts/Classes/Components/ResourceSetterNew.gd
2025-10-16 22:46:02 +01:00

350 lines
12 KiB
GDScript

class_name ResourceSetterNew
extends Node
@export var node_to_affect: Node = null
@export var property_node: Node = null
@export var property_name := ""
@export var mode: ResourceMode = ResourceMode.SPRITE_FRAMES
@export var resource_json: JSON = null:
set(value):
resource_json = value
update_resource()
enum ResourceMode {SPRITE_FRAMES, TEXTURE, AUDIO, RAW, FONT}
@export var use_cache := true
static var cache := {}
static var property_cache := {}
var current_json_path := ""
static var state := [0, 0, 0]
static var pack_configs := {}
var config_to_use := {}
var is_random := false
signal updated
var current_resource_pack := ""
@export var force_properties := {}
var update_on_spawn := true
func _init() -> void:
set_process_mode(Node.PROCESS_MODE_ALWAYS)
func _ready() -> void:
Global.level_time_changed.connect(update_resource)
Global.level_theme_changed.connect(update_resource)
func _enter_tree() -> void:
safety_check()
if update_on_spawn:
update_resource()
func safety_check() -> void:
if Settings.file.visuals.resource_packs.has(Global.ROM_PACK_NAME) == false:
Settings.file.visuals.resource_packs.insert(Global.ROM_PACK_NAME, 0)
func update_resource() -> void:
randomize()
if is_inside_tree() == false or is_queued_for_deletion() or resource_json == null or node_to_affect == null:
return
if state != [Global.level_theme, Global.theme_time, Global.current_room]:
cache.clear()
property_cache.clear()
if node_to_affect != null:
var resource = get_resource(resource_json)
node_to_affect.set(property_name, resource)
if node_to_affect is AnimatedSprite2D:
node_to_affect.play()
state = [Global.level_theme, Global.theme_time, Global.current_room]
updated.emit()
func get_resource(json_file: JSON) -> Resource:
if cache.has(json_file.resource_path) and use_cache and force_properties.is_empty():
if property_cache.has(json_file.resource_path):
apply_properties(property_cache[json_file.resource_path])
return cache[json_file.resource_path]
var resource: Resource = null
var resource_path = json_file.resource_path
config_to_use = {}
current_resource_pack = ""
for i in Settings.file.visuals.resource_packs:
var new_path = get_resource_pack_path(resource_path, i)
if resource_path != new_path or current_resource_pack == "":
current_resource_pack = i
resource_path = new_path
var source_json = JSON.parse_string(FileAccess.open(resource_path, FileAccess.READ).get_as_text())
if source_json == null:
Global.log_error("Error parsing " + resource_path + "!")
return
var json = source_json.duplicate()
var source_resource_path = ""
if json.has("variations"):
json = get_variation_json(json.variations)
if json.has("source"):
if json.get("source") is String:
source_resource_path = json_file.resource_path.replace(json_file.resource_path.get_file(), json.source)
else:
Global.log_error("Error getting variations! " + resource_path)
return
for i in Settings.file.visuals.resource_packs:
source_resource_path = get_resource_pack_path(source_resource_path, i)
if json.has("rect"):
resource = load_image_from_path(source_resource_path)
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(json.rect[0], json.rect[1], json.rect[2], json.rect[3])
resource = atlas
if json.has("properties"):
apply_properties(json.get("properties"))
if use_cache:
property_cache[json_file.resource_path] = json.properties.duplicate()
elif source_json.has("properties"):
apply_properties(source_json.get("properties"))
if use_cache:
property_cache[json_file.resource_path] = source_json.properties.duplicate()
match mode:
ResourceMode.SPRITE_FRAMES:
var animation_json = {}
if json.has("animations"):
animation_json = json.get("animations")
elif source_json.has("animations"):
animation_json = source_json.get("animations")
if animation_json != {}:
resource = load_image_from_path(source_resource_path)
if json.has("rect"):
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(json.rect[0], json.rect[1], json.rect[2], json.rect[3])
resource = atlas
resource = create_sprite_frames_from_image(resource, animation_json)
else:
resource = load_image_from_path(source_resource_path)
if json.has("rect"):
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(json.rect[0], json.rect[1], json.rect[2], json.rect[3])
resource = atlas
var sprite_frames = SpriteFrames.new()
sprite_frames.add_frame("default", resource)
resource = sprite_frames
ResourceMode.TEXTURE:
if json.get("source") is Array:
resource = AnimatedTexture.new()
resource.frames = json.get("source").size()
var idx := 0
for i in json.get("source"):
var frame_path = ResourceSetter.get_pure_resource_path(json_file.resource_path.replace(json_file.resource_path.get_file(), i))
resource.set_frame_texture(idx, load_image_from_path(frame_path))
idx += 1
else:
resource = load_image_from_path(source_resource_path)
if json.has("rect"):
var rect = json.rect
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(rect[0], rect[1], rect[2], rect[3])
resource = atlas
ResourceMode.AUDIO:
resource = load_audio_from_path(source_resource_path)
ResourceMode.RAW:
pass
ResourceMode.FONT:
resource = FontFile.new()
resource.load_bitmap_font(source_resource_path)
if cache.has(json_file.resource_path) == false and use_cache and not is_random:
cache[json_file.resource_path] = resource
return resource
func apply_properties(properties := {}) -> void:
if property_node == null:
return
for i in properties.keys():
if property_node.get(i) is Vector2:
var value = properties[i]
if value is Array:
property_node.set(i, Vector2(value[0], value[1]))
else:
var obj = property_node
for p in i.split("."):
if not is_instance_valid(obj): continue
if obj.get(p) is Object:
if obj.has_method("duplicate"):
obj.set(p, obj[p].duplicate(true))
obj = obj[p]
else:
obj.set(p, properties[i])
continue
func get_variation_json(json := {}) -> Dictionary:
var level_theme = Global.level_theme
if force_properties.has("Theme"):
level_theme = force_properties.Theme
for i in json.keys().filter(func(key): return key.contains("config:")):
get_config_file(current_resource_pack)
if config_to_use != {}:
var option_name = i.get_slice(":", 1)
if config_to_use.options.has(option_name):
json = get_variation_json(json[i][config_to_use.options[option_name]])
break
if json.has(level_theme) == false:
level_theme = "default"
if json.has(level_theme):
if json.get(level_theme).has("link"):
json = get_variation_json(json[json.get(level_theme).get("link")])
else:
json = get_variation_json(json[level_theme])
var level_time = Global.theme_time
if force_properties.has("Time"):
level_time = force_properties.Time
if json.has(level_time):
json = get_variation_json(json[level_time])
var campaign = Global.current_campaign
if force_properties.has("Campaign"):
campaign = force_properties.Campaign
if json.has(campaign) == false:
campaign = "SMB1"
if json.has(campaign):
if json.get(campaign).has("link"):
json = get_variation_json(json[json.get(campaign).get("link")])
else:
json = get_variation_json(json[campaign])
if json.has("choices"):
is_random = true
json = get_variation_json(json.choices.pick_random())
var world = "World" + str(Global.world_num)
if force_properties.has("World"):
world = "World" + str(force_properties.World)
if json.has(world) == false:
world = "World1"
if json.has(world):
if json.get(world).has("link"):
json = get_variation_json(json[json.get(world).get("link")])
else:
json = get_variation_json(json[world])
var level_string = "Level" + str(Global.level_num)
if json.has(level_string) == false:
level_string = "Level1"
if json.has(level_string):
if json.get(level_string).has("link"):
json = get_variation_json(json[json.get(level_string).get("link")])
else:
json = get_variation_json(json[level_string])
var room = Global.room_strings[Global.current_room]
if json.has(room) == false:
room = Global.room_strings[0]
if json.has(room):
if json.get(room).has("link"):
json = get_variation_json(json[json.get(room).get("link")])
else:
json = get_variation_json(json[room])
var game_mode = "GameMode:" + Global.game_mode_strings[Global.current_game_mode]
if json.has(game_mode) == false:
game_mode = "GameMode:" + Global.game_mode_strings[0]
if json.has(game_mode):
if json.get(game_mode).has("link"):
json = get_variation_json(json[json.get(game_mode).get("link")])
else:
json = get_variation_json(json[game_mode])
var chara = "Character:" + Player.CHARACTERS[int(Global.player_characters[0])]
if json.has(chara) == false:
chara = "Character:Mario"
if json.has(chara):
if json.get(chara).has("link"):
json = get_variation_json(json[json.get(chara).get("link")])
else:
json = get_variation_json(json[chara])
var boo = "RaceBoo:" + str(BooRaceHandler.boo_colour)
if json.has(boo) == false:
boo = "RaceBoo:0"
if force_properties.has("RaceBoo"):
boo = "RaceBoo:" + str(force_properties["RaceBoo"])
if json.has(boo):
if json.get(boo).has("link"):
json = get_variation_json(json[json.get(boo).get("link")])
else:
json = get_variation_json(json[boo])
return json
func get_config_file(resource_pack := "") -> void:
if FileAccess.file_exists("user://resource_packs/" + resource_pack + "/config.json"):
config_to_use = JSON.parse_string(FileAccess.open("user://resource_packs/" + resource_pack + "/config.json", FileAccess.READ).get_as_text())
if config_to_use == null:
Global.log_error("Error parsing Config File! (" + resource_pack + ")")
config_to_use = {}
else:
print("resource pack to use: " + resource_pack)
func get_resource_pack_path(res_path := "", resource_pack := "") -> String:
var user_path := res_path.replace("res://Assets", Global.config_path.path_join("resource_packs/" + resource_pack))
user_path = user_path.replace(Global.config_path.path_join("custom_characters"), Global.config_path.path_join("resource_packs/" + resource_pack + "/Sprites/Players/CustomCharacters/"))
if FileAccess.file_exists(user_path):
return user_path
else:
return res_path
func create_sprite_frames_from_image(image: Resource, animation_json := {}) -> SpriteFrames:
var sprite_frames = SpriteFrames.new()
sprite_frames.remove_animation("default")
for anim_name in animation_json.keys():
sprite_frames.add_animation(anim_name)
for frame in animation_json[anim_name].frames:
var frame_texture = AtlasTexture.new()
frame_texture.atlas = image
frame_texture.region = Rect2(frame[0], frame[1], frame[2], frame[3])
frame_texture.filter_clip = true
sprite_frames.add_frame(anim_name, frame_texture)
sprite_frames.set_animation_loop(anim_name, animation_json[anim_name].loop)
sprite_frames.set_animation_speed(anim_name, animation_json[anim_name].speed)
return sprite_frames
func clear_cache() -> void:
for i in cache.keys():
if cache[i] == null:
cache.erase(i)
cache.clear()
property_cache.clear()
func load_image_from_path(path := "") -> Texture2D:
if path.contains("res://"):
if path.contains("NULL"):
return null
return load(path)
var image = Image.new()
image.load(path)
return ImageTexture.create_from_image(image)
func load_audio_from_path(path := "") -> AudioStream:
var stream = null
if path.contains(".bgm"):
stream = AudioManager.generate_interactive_stream(JSON.parse_string(FileAccess.get_file_as_string(path)))
elif path.contains("res://"):
return load(path)
if path.contains(".wav"):
stream = AudioStreamWAV.load_from_file(path)
elif path.contains(".mp3"):
stream = AudioStreamMP3.load_from_file(path)
elif path.contains(".ogg"):
stream = AudioStreamOggVorbis.load_from_file(path)
return stream