forked from levigilbert/godot-LDtk-import
/
LDtkImporter.gd
212 lines (159 loc) · 5.83 KB
/
LDtkImporter.gd
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tool
extends EditorImportPlugin
enum Presets { PRESET_DEFAULT, PRESET_COLLISIONS }
var LDtk = preload("LDtk.gd").new()
func get_importer_name():
return "LDtk.import"
func get_visible_name():
return "LDtk Scene"
func get_priority():
return 1
func get_import_order():
return 100
func get_resource_type():
return "PackedScene"
func get_recognized_extensions():
return ["ldtk"]
func get_save_extension():
return "tscn"
func get_preset_count():
return Presets.size()
func get_preset_name(preset):
match preset:
Presets.PRESET_DEFAULT:
return "Default"
Presets.PRESET_COLLISIONS:
return "Import Collisions"
func get_import_options(preset):
return [
{
"name": "Scene_Save_Path",
"default_value": "res://src/ldtk"
},
{
"name": "Import_Collisions",
"default_value": preset == Presets.PRESET_COLLISIONS
},
{
"name": "Door_Collision_Mask",
"default_value": 1
},
{
"name": "Import_Custom_Entities",
"default_value": true,
"hint_string": "If true, will only use this project's scenes. If false, will import objects as simple scenes."
},
{
"name": "Import_Metadata",
"default_value": true,
"hint_string": "If true, will import entity fields as metadata."
},
{
"name": "Import_YSort_Entities_Layer",
"default_value": false
}
]
func get_option_visibility(option, options):
return true
func import(source_file, save_path, options, platform_v, r_gen_files):
#prepare level directory
create_level_directory(options.Scene_Save_Path)
#load LDtk map
LDtk.map_data = source_file
#add levels as Node2D
for level in LDtk.map_data.levels:
var new_scene: PackedScene = PackedScene.new()
var new_level = get_level_scene("%s/%s-%s.%s" % [options.Scene_Save_Path, source_file.get_file().get_basename(), level.identifier, get_save_extension()])
var generated_content: Node2D
if new_level.has_node("AutoGenerated"):
generated_content = new_level.get_node("AutoGenerated")
else:
Node2D.new()
new_level.name = level.identifier
new_level.room_size = Vector2(level.pxWid, level.pxHei)
new_level.level_offset = Vector2(level.worldX, level.worldY)
#clear old generated nodes
for n in generated_content.get_children():
generated_content.remove_child(n)
#add layers
var layerInstances = get_level_layerInstances(level, options)
for layerInstance in layerInstances:
generated_content.add_child(layerInstance)
layerInstance.set_owner(new_level)
for child in layerInstance.get_children():
child.set_owner(new_level)
if not options.Import_Custom_Entities:
for grandchild in child.get_children():
grandchild.set_owner(new_level)
set_owner_recursive(new_level, generated_content)
new_scene.pack(new_level)
ResourceSaver.save("%s/%s-%s.%s" % [options.Scene_Save_Path, source_file.get_file().get_basename(), level.identifier, get_save_extension()], new_scene)
#pack and save level scene
var map = get_main_scene("%s/%s-%s.%s" % [options.Scene_Save_Path, source_file.get_file().get_basename(), "main", get_save_extension()])
map.name = source_file.get_file().get_basename()
map.get_node("AutoGenerated/RoomLoader").base_path = "%s/%s-" % [options.Scene_Save_Path, source_file.get_file().get_basename()]
map.get_node("AutoGenerated/RoomLoader").save_extension = ".%s" % [get_save_extension()]
var packed_scene = PackedScene.new()
packed_scene.pack(map)
return ResourceSaver.save("%s/%s-%s.%s" % [options.Scene_Save_Path, source_file.get_file().get_basename(), "main", get_save_extension()], packed_scene)
#create layers in level
func get_level_layerInstances(level, options):
var layers = []
var i = level.layerInstances.size()
for layerInstance in level.layerInstances:
match layerInstance.__type:
'Entities':
var new_node = null
if options.Import_YSort_Entities_Layer and layerInstance.__identifier.begins_with("YSort"):
new_node = YSort.new()
else:
new_node = Node2D.new()
new_node.z_index = i
new_node.name = layerInstance.__identifier
var entities = LDtk.get_layer_entities(layerInstance, level, options)
for entity in entities:
new_node.add_child(entity)
layers.push_front(new_node)
'Tiles', 'IntGrid', 'AutoLayer':
var new_layer = LDtk.new_tilemap(layerInstance, level)
if new_layer:
new_layer.z_index = i
layers.push_front(new_layer)
if layerInstance.__type == 'IntGrid':
var collision_layer = LDtk.import_collisions(layerInstance, level, options)
if collision_layer:
collision_layer.z_index = i
layers.push_front(collision_layer)
i -= 1
return layers
#checks if the specified level directory exists and creates directories if needed
func create_level_directory(path):
var dir = Directory.new()
if not dir.dir_exists(path):
dir.make_dir_recursive(path)
#returns the scene for the provided path, if there is none a new will be instantiated
func get_level_scene(path) -> Level:
var dir = Directory.new()
if ResourceLoader.exists(path):
return ResourceLoader.load(path).instance()
else:
return ResourceLoader.load("res://addons/LDtk-Importer/Scenes/Level.tscn").instance()
# Get the path to the main scene, if none is found it is created
func get_main_scene(path):
var dir = Directory.new()
if ResourceLoader.exists(path):
var scene = ResourceLoader.load(path).instance()
if not scene.has_node("AutoGenerated"):
var new_scene = ResourceLoader.load("res://addons/LDtk-Importer/Scenes/Main.tscn").instance()
var autogenerated = new_scene.get_node("AutoGenerated")
new_scene.remove_child(autogenerated)
scene.add_child(autogenerated)
set_owner_recursive(scene, autogenerated)
return scene
else:
return ResourceLoader.load("res://addons/LDtk-Importer/Scenes/Main.tscn").instance()
func set_owner_recursive(owner, node):
if owner != node:
node.set_owner(owner)
for child in node.get_children():
set_owner_recursive(owner, child)