This repository hosts a plugin for the Godot Engine. It allows users to enter data items based on Godot classes which are then serialized in either as json or binaries. Serialized items may be encrypted if desired.
This plugin now is working under Godot 3.2, but it still lack testing. The UI should be fully usable again, as far as I have tested it with the demo data. The data singleton it's still hasn't been tested enough, so game integration is something that this plugin still needs.
- Support for binary or json serialization
- Create data classes with the click of a button
- Use gdscript to add properties and logic to your data classes, all instances will be Nodes
- Make use of the built-in export property hints
- Add instance-specific custom properties
- Access data with a simple API using the data singleton
- A preview mode for graphical object when you hover over the preview with the mouse on the gui. For now this supports only images, but it should be extensible to all types of native resources supported in Godot, but the code for now is not implemented.
- ALPHA: Use the notification/observer system to react to changes in data items
- ALPHA: Encrypt your data files
- Download/clone this repository
- Open your project folder, e.g. "../MyGame/"
- Copy the "addons" folder into your project folder
- Open your project in the editor and navigate to the plugin (Scene -> Project Settings -> Plugins)
- IMPORTANT: Add the data singleton which allows you to access the data later on. To do so, go to the Project Settings -> AutoLoad, then enter "addons/godot_data_editor/data.gd" as path and "data" as Node Name. Save the singleton by clicking on "Add":
- The plugin "godot_data_editor" should now appear, change the status from "Inactive" to "Active". Activate the plugin only after the singleton is enabled, since the 2.0 method of saving the state in the project file was causing issues, and now both the plugin and the game use the same way to access data.
There is a demo project available which shows how the plugin could be used in practice. Clone the repository and open the project.godot in the "demo" directory.
To launch them, right click on a scene, either spellbook.tscn or shoptest.tscn and select "Set as main scene", then press play.
Working with data is rather simple, use the provided data class to access items. The following code snippets demonstrates item retrieval as well as the observation feature:
Note: in Godot 3 .name is a reserved field in the Node class, and it can't be redefined in a subclass. Hence the name property should be changed with something different.
extends Node
func _ready():
# Get a single item
var herb = data.get_item("shop_item", "herb")
var price = herb.price
# Get all items as dictionary (key: id, value: item)
var shop_items = data.get_items("shop_item")
for shop_item in shop_items.values():
print(shop_item.price)
pass
#######################################
# Observe Properties:
# Please note that you currently have to update properties using the "update_property" to make use of this feature
#######################################
# Be notified when something about this herb changes
data.observe_item(self, herb, "herb_changed")
herb.update_property("name", "better_herb")
# Be notified when the price of this herb changes,
data.observe_item_property(self, herb, "price", "herb_price_changed")
herb.update_property("price", 500)
# Be notified when any item changes
var doge_axe = data.get_item("shop_item", "doge_axe")
data.observe_class(self, "shop_item", "shop_item_changed")
doge_axe.update_property("price", 500)
# Overkill: be notified about everything
data.observe_all_changes(self, "something_changed")
#######################################
# Stop Observing:
# When you are no longer interested in updates, simply unsubscribe/stop observing
#######################################
data.stop_observing_item_property(self, herb, "price")
data.stop_observing_item(self, herb)
data.stop_observing_class(self, "shop_item")
data.stop_observing_changes(self)
func herb_changed(item, property, value):
print("Something about this herb changed!")
func herb_price_changed(item, property, value):
print("Herb price changed!")
func shop_item_changed(item, property, value):
print(item.name + " changed! " + property + " : " + str(value))
func something_changed(item, property, value):
print("I guess something changed.")
Please feel free to contribute. Unfortunately, the code base still is not documented that well and there are a number of bugs which will need to be ironed out. I am sure that there are many things I have been doing wrong, especially in regard to memory management.
- The "Rename Class" feature may not properly rename the class file if it still in use
- If you add the item as a child of another node and delete this parent later on, the item itself is also lost. I currently test a workaround where the item manager holds all items in a node hierarchy.
- In some cases, the controls are not correctly resized - pressing "Reload" should usually do the trick though
- There is no support for undo/redo
- Pressing Ctrl+S will not save the data items but the current scene
- Originally, the data singleton was stored automatically in the engine.cfg configuration as soon as the plugin was loaded. This has lead to various issues though. For that reason, data must currently be added manually.
- Internationalization is still lacking.
- There is an issue with the color control whereby the default value indicated in the class is not being taken into account.
- Upon opening the project with this addon enabled, an error will appear on the console, like below:
scene/main/node.cpp:948 - Condition "name == """ is true.
- This is a known issue, but I can't find where this issue is triggered. The addon still work fine, thought.
Please post any issues you encounter.
Stay calm, most issues can be resolved by either pressing the "Reload" button or deactivating and activating the plugin. If the problem persists, there may be an issue with your data. Check if the name of the class (which are stored in the "classes" folder by default) is the same as the folder name of your instances (by default called "data"). If this is the case, there might be a conflict with duplicate IDs or the like. Please post an issue here if this happened without any external influence (e.g. you edited the files manually in another editor).