Singleton used to load resource files from the filesystem.
It uses the many godot.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.
Static variables
Static methods
staticexists(path:String, ?typeHint:String):Bool
Returns whether a recognized resource exists for the given path
.
An optional type_hint
can be used to further specify the godot.Resource
type that should be handled by the godot.ResourceFormatLoader
.
staticinlinegetDependencies(path:String):Array<String>
Returns the dependencies for the resource at the given path
.
staticinlinegetRecognizedExtensionsForType(type:String):Array<String>
Returns the list of recognized extensions for a resource type.
statichas(path:String):Bool
Deprecated method. Use godot.ResourceLoader.hasCached
or godot.ResourceLoader.exists
instead.
statichasCached(path:String):Bool
Returns whether a cached resource is available for the given path
.
Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the godot.ResourceLoader.load
or godot.ResourceLoader.loadInteractive
methods will use the cached version. The cached resource can be overridden by using godot.Resource.takeOverPath
on a new resource for that same path.
staticload(path:String, ?typeHint:String, ?noCache:Bool):Resource
Loads a resource at the given path
, caching the result for further access.
The registered godot.ResourceFormatLoader
s 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.
An optional type_hint
can be used to further specify the godot.Resource
type that should be handled by the godot.ResourceFormatLoader
. Anything that inherits from godot.Resource
can be used as a type hint, for example godot.Image
.
If no_cache
is 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 godot.ResourceFormatLoader
could handle the file.
GDScript has a simplified @GDScript.load
built-in method which can be used in most situations, leaving the use of godot.ResourceLoader
for more advanced scenarios.
staticloadInteractive(path:String, ?typeHint:String):ResourceInteractiveLoader
Starts loading a resource interactively. The returned godot.ResourceInteractiveLoader
object allows to load with high granularity, calling its godot.ResourceInteractiveLoader.poll
method successively to load chunks.
An optional type_hint
can be used to further specify the godot.Resource
type that should be handled by the godot.ResourceFormatLoader
. Anything that inherits from godot.Resource
can be used as a type hint, for example godot.Image
.
staticsetAbortOnMissingResources(abort:Bool):Void
Changes the behavior on missing sub-resources. The default behavior is to abort loading.