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Add a small tutorial on using Resource scripts.
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willnationsdev committed Oct 1, 2018
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197 changes: 193 additions & 4 deletions getting_started/step_by_step/resources.rst
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Expand Up @@ -158,12 +158,201 @@ Freeing resources
Resource extends from :ref:`Reference <class_Reference>`.
As such, when a resource is no longer in use, it will automatically free
itself. Since, in most cases, Resources are contained in Nodes, scripts
or other resources, when a node is removed or freed, all the children
or other resources, when a node is removed or freed, all the owned
resources are freed too.

Scripting
---------

Like any object in Godot, not just nodes, resources can be scripted,
too. However, there isn't generally much of an advantage, as resources
are just data containers.
Like any Object in Godot, users can also script Resources. Resource
scripts grant all the same benefits as the base Resource object. They
inherit both reference-counting memory management and automatic serialization
between binary or text data (\*.res, \*.tres) and in-memory object
properties.

This comes with many distinct advantages over alternative data
structures such as JSON, CSV, or custom TXT files. Users can only import these
assets as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a
:ref:`File <class_File>` to parse. What sets Resources apart is their
inheritance of :ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`,
and :ref:`Resource <class_Resource>` features:

- They can define constants, so constants from other data fields or objects are not needed.

- They can define methods, including setter/getter methods for properties. This allows for abstraction and encapsulation of the underlying data. If the Resource script's structure needs to change, the game using the Resource need not also change.

- They can define signals, so Resources can trigger responses to changes in the data they manage.

- They have defined properties, so users know 100% that their data will exist.

- Resource auto-serialization and deserialization is a built-in Godot Engine feature. Users do not need to implement custom logic to import/export a resource file's data.

- Resources can even serialize sub-Resources recursively, meaning users can design even more sophisticated data structures.

- Users can save Resources as version-control-friendly text files (\*.tres). Upon exporting a game, Godot serializes resource files as binary files (\*.res) for increased speed and compression.

- Godot Engine's Inspector renders and edits Resource files out-of-the-box. As such, users do not need to implement custom logic to visualize or edit their data. To do so, double-click the resource file in the FileSystem dock or click the folder icon in the Inspector and open the file in the dialog.

- They can extend **other** resource types besides just the base Resource.

Godot makes it easy to create custom Resources in the Inspector.

1. Create a plain Resource object in the Inspector. This can even be a type that derives Resource, so long as your script is extending that type.
2. Set the ``script`` property in the Inspector to be your script.

The Inspector will now display your Resource script's custom properties. If one edits
those values and saves the resource, the Inspector serializes the custom properties
too! To save a resource from the Inspector, click the Inspector's tools menu (top right),
and select "Save" or "Save As...".

If the script's language supports :ref:`script classes <doc_scripting_continued#register-scripts-as-classes>`,
then it streamlines the process. Defining a name for your script alone will add it to
the Inspector's creation dialog. This will auto-add your script to the Resource
object you create.

Let's see some examples.

.. tab::
..code-tab:: gdscript GDScript
# bot_stats.gd
extends Resource
export(int) var health
export(Resource) var sub_resource
export(Array, String) var str_array

func _init(p_health = 0, p_sub_resource = null, p_str_array = []):
health = p_health
sub_resource = p_sub_resource
str_array = p_str_array

# bot.gd
extends KinematicBody
export(Resource) var stats

const BotStats = preload("res://bot_stats.gd")

func _init():
if not stats:
stats = BotStats.new(10)

func _ready():
print(stats.health) # prints '10'
..code-tab:: csharp
// BotStats.cs
using System;
using Godot;

public class BotStats : Resource
{
[Export]
public int health;

[Export]
public Resource subResource;

[Export]
public String[] strArray;

public override void _Init(int pHealth = 0, Resource pSubResource = null, String[] pStrArray = [])
{
health = pHealth;
subResource = pSubResource;
strArray = pStrArray;
}
}

// Bot.cs
using System;
using Godot;

public class Bot : KinematicBody
{
[Export]
public BotStats stats;

public override void _Init()
{
if (!stats)
{
stats = (ResourceLoader::load("BotStats.cs") as BotStats).new(10);
}
}

public override void _Ready()
{
Godot.print(stats.health);
}
}

.. note::

Resource scripts are similar to Unity's ScriptableObjects. The Inspector
provides built-in support for custom resources. If desired, users can even
design their own Control-based tool scripts and combine them with an
:ref:`EditorPlugin <class_EditorPlugin>` to create custom visualizations
and editors for their data.

Unreal Engine 4's DataTables and CurveTables are also easy to recreate with
Resource scripts. DataTables are a String mapped to a custom struct, similar
to a Dictionary mapping a String to a secondary custom Resource script.

.. tabs::
.. code-tab:: gdscript GDScript

extends Resource

const BotStats = preload("bot_stats.gd")

func _init():
var dict = {
"GodotBot": BotStats.new(10), # creates instance with 10 health
"DifferentBot": BotStats.new(20) # a different one with 20 health
}
print(dict)
.. code-tab:: csharp
using Godot;

public class BotStatsTable : Resource
{
private Godot.Dictionary<String, BotStats> stats = new Godot.Dictionary<String, BotStats>();

public override void _Init()
{
stats["GodotBot"] = new BotStats(10);
stats["DifferentBot"] = new BotStats(20);
Godot.print(stats);
}
}

CurveTables are the same thing except mapped to an Array of float values
or a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object.

.. warning::

Beware that resource files (\*.tres/\*.res) will store the path of the script
they use in the file. When loaded, they will fetch and load this script as an
extension of their type. This means that trying to assign a subclass, i.e. an
inner class of a script (such as using the ``class`` keyword in GDScript) won't
work. Godot will not serialize the custom properties on the script subclass properly.

In the example below, Godot would load the ``Node`` script, see that it doesn't
extend ``Resource``, and then determine that the script failed to load for the
Resource object since the types are incompatible.

.. tabs::
.. code-tab:: gdscript GDScript

extends Node

class MyResource:
extends Resource
export var value = 5

func _ready():
var my_res = MyResource.new()

# this will NOT serialize the `value` property.
ResourceSaver.save("res://my_res.tres", my_res)

After seeing all of this, we hope you can see how Resource scripts can truly
revolutionize the way you construct your projects!

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