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| # Here is a sloppy hack to get a Godot resource type without having to load it first | |
| func get_resource_type(file_name : String) -> GDScriptNativeClass: | |
| var f := File.new() | |
| f.open(file_name, File.READ) | |
| var text := f.get_as_text() | |
| #[gd_resource type="ParticlesMaterial" load_steps=3 format=2] | |
| for line in text.split("\n"): | |
| line = line.rstrip("\r") | |
| if line.find("[gd_resource") == 0 and line.find("]") == line.length()-1: | |
| line = line.substr("[gd_resource".length(), line.length()-2).lstrip(" ").rstrip(" ") | |
| #print("!!! line ", line) | |
| var entries = line.split(" ") | |
| for entry in entries: | |
| #print(" !!! entry ", entry) | |
| var pair = entry.split("=") | |
| #print(pair) | |
| if pair[0] == "type": | |
| var value = pair[1].lstrip("\"").rstrip("\"") | |
| match value: | |
| "SpatialMaterial": return SpatialMaterial | |
| "ShaderMaterial": return ShaderMaterial | |
| "ParticlesMaterial": return ParticlesMaterial | |
| "Shader": return Shader | |
| "Gradient": return Gradient | |
| _: | |
| push_warning("Unexpected resource type: %s" % [value]) | |
| return null | |
| return null |
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