Singleton used to load resource files.
|bool||exists ( String path, String type_hint=”” )|
|PoolStringArray||get_dependencies ( String path )|
|PoolStringArray||get_recognized_extensions_for_type ( String type )|
|bool||has ( String path )|
|bool||has_cached ( String path )|
|Resource||load ( String path, String type_hint=”“, bool no_cache=false )|
|ResourceInteractiveLoader||load_interactive ( String path, String type_hint=”” )|
|void||set_abort_on_missing_resources ( bool abort )|
Singleton used to load resource files from the filesystem.
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.
Returns whether a recognized resource exists for the given
Returns the dependencies for the resource at the given
Returns the list of recognized extensions for a resource type.
Returns whether a cached resource is available for the given
Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the load or load_interactive methods will use the cached version. The cached resource can be overridden by using Resource.take_over_path on a new resource for that same path.
Loads a resource at the given
path, caching the result for further access.
The registered ResourceFormatLoaders are queried sequentially to find the first one which can handle the file’s extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
true, the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
Returns an empty resource if no ResourceFormatLoader could handle the file.
Starts loading a resource interactively. The returned ResourceInteractiveLoader object allows to load with high granularity, calling its ResourceInteractiveLoader.poll method successively to load chunks.
Change the behavior on missing sub-resources. Default is to abort load.
© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.