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Showing posts from March, 2020

Playing with Resources

Took me some time to discover that ScriptableObjects equivalent in Godot are Resources. After researching and asking a bit, I made a quick test last night that went surprisingly well. I wanted to test the OOP capabilities of GDScript, more specifically, if I could extend the Resource class for my own twisted and evil purposes, the same way I used ScriptableObjects in Unity. That is, to store items, skills, etc. It sort of works. Excuse me if I dont show any code, but Im still not sure that what I did was completely right and I dont want to point anybody in the wrong direction. But I do can show you at least this. Lets suppose I want to have my items stored as resources, so my first step was to inherit the Resource class: extends Resource class_name BaseItem export(String) var Id export(Resource) var mesh **** The base class contains all the info needed in all child classes, as usual. I can even store a Resource inside of another, in this case, the item mesh. Any item type in the game