Files
RuinAdventurer/Scripts/Core/ResourceLoader.cs
T

147 lines
4.7 KiB
C#

using Godot;
using System.Collections.Generic;
using System.Text.Json;
public partial class ResourceLoader
{
private const string LayerPrefabPath = "res://Prefabs/Layer.tscn";
private const string RobotPrefabPath = "res://Prefabs/Robot/Robot.tscn";
private const string RobotDisplayPath = "res://Prefabs/Robot/RobotDisplay.tscn";
private const string ItemDisplayPath = "res://Prefabs/Crafting/ItemDisplay.tscn";
private const string RecipesPath = "res://Assets/Recipes.json";
private const string ResearchPath = "res://Assets/Research.json";
public static PackedScene LoadLayerPrefab()
{
return GD.Load<PackedScene>(LayerPrefabPath);
}
public static PackedScene LoadRobotPrefab()
{
return GD.Load<PackedScene>(RobotPrefabPath);
}
public static PackedScene LoadRobotDisplay()
{
return GD.Load<PackedScene>(RobotDisplayPath);
}
public static PackedScene LoadItemDisplay()
{
return GD.Load<PackedScene>(ItemDisplayPath);
}
public static Texture2D LoadPath(string path)
{
return GD.Load<Texture2D>(path);
}
public static Dictionary<string, MeshInstance3D> LoadTiles()
{
Dictionary<string, MeshInstance3D> tileMeshes = new Dictionary<string, MeshInstance3D>();
PackedScene tileCollection = GD.Load<PackedScene>($"res://Assets/Objects/Tiles.glb");
Node root = tileCollection.Instantiate();
foreach (MeshInstance3D child in root.GetChildren())
{
tileMeshes.Add(child.Name.ToString().ToLower(), child);
}
return tileMeshes;
}
public static Dictionary<string, MeshInstance3D> LoadDecorations()
{
Dictionary<string, MeshInstance3D> decorationMeshes = new Dictionary<string, MeshInstance3D>();
PackedScene decorationCollection = GD.Load<PackedScene>($"res://Assets/Objects/Decorations.glb");
Node root = decorationCollection.Instantiate();
foreach (MeshInstance3D child in root.GetChildren())
{
decorationMeshes.Add(child.Name.ToString().ToLower(), child);
}
return decorationMeshes;
}
public static Dictionary<ProgramNode, PackedScene> LoadDSLNodes()
{
Dictionary<ProgramNode, PackedScene> nodes = new Dictionary<ProgramNode, PackedScene>()
{
{ new MoveNode(), GD.Load<PackedScene>("res://Prefabs/DSL/MoveNode.tscn") },
{ new HarvestNode(), GD.Load<PackedScene>("res://Prefabs/DSL/HarvestNode.tscn") },
{ new CraftNode(), GD.Load<PackedScene>("res://Prefabs/DSL/CraftNode.tscn") },
{ new ExploreNode(), GD.Load<PackedScene>("res://Prefabs/DSL/ExploreNode.tscn") }
};
return nodes;
}
public static Dictionary<string, Texture2D> LoadResourceSymbols()
{
Dictionary<string, Texture2D> symbols = new Dictionary<string, Texture2D>()
{
{ "iron_ore", GD.Load<Texture2D>("res://Assets/Images/Resources/IronSymbol.png") },
{ "tin_ore", GD.Load<Texture2D>("res://Assets/Images/Resources/TinSymbol.png") },
{ "copper_ore", GD.Load<Texture2D>("res://Assets/Images/Resources/CopperSymbol.png") },
{ "mushroom", GD.Load<Texture2D>("res://Assets/Images/Resources/MushroomSymbol.png") },
{ "spider_silk", GD.Load<Texture2D>("res://Assets/Images/Resources/SpiderSilkSymbol.png") },
{ "coal", GD.Load<Texture2D>("res://Assets/Images/Resources/CoalSymbol.png") },
{ "water", GD.Load<Texture2D>("res://Assets/Images/Resources/WaterSymbol.png") },
{ "stone", GD.Load<Texture2D>("res://Assets/Images/Resources/StoneSymbol.png") },
};
return symbols;
}
public static Dictionary<string, float[]> LoadResourceWeights()
{
Dictionary<string, float[]> weights = new Dictionary<string, float[]>()
{
{ "iron_ore", [0.05f,1] },
{ "tin_ore", [0.3f,0.7f] },
{ "copper_ore", [0.3f,0.7f] },
{ "mushroom", [0.3f,0.1f] },
{ "spider_silk", [0.8f,0.4f] },
{ "coal", [1,0.3f] },
{ "water", [0.4f,0.2f] },
{ "stone", [1,0.5f] },
};
return weights;
}
public static SortedDictionary<string, ItemData> LoadItems()
{
FileAccess file = FileAccess.Open(RecipesPath, FileAccess.ModeFlags.Read);
string json = file.GetAsText();
SortedDictionary<string, ItemData> result = new SortedDictionary<string, ItemData>();
List<ItemData> items = JsonSerializer.Deserialize<List<ItemData>>(json);
if (items == null) return result;
foreach (ItemData item in items)
{
result.Add(item.Id, item);
}
return result;
}
public static Dictionary<string, Research> LoadResearch()
{
FileAccess file = FileAccess.Open(ResearchPath, FileAccess.ModeFlags.Read);
string json = file.GetAsText();
Dictionary<string, Research> result = new Dictionary<string, Research>();
List<ResearchData> researches = JsonSerializer.Deserialize<List<ResearchData>>(json);
if (researches == null) return result;
foreach (ResearchData research in researches)
{
result.Add(research.Id, new Research(research));
}
return result;
}
}