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castledb-godot

This is a plugin for Godot 3 to import CastleDB database files as static data in gdscript with autocomplete.

Installation

Clone this repository and copy the contents of addons to your own project's addons folder.

Enable the plugin in the Project Settings.

Add a CastleDB file somewhere in your project hierarchy. Your CastleDB file must use the .cdb extension for the importer to generate code.

Add the imported CastleDB file to your AutoLoad scripts in Project Settings.

Add to autoload scripts

Enjoy code completion of your static data!

Autocomplete your CastleDB Data

Usage Notes

  • Use lowercase names for your sheets as the type is simply generated from Capitalizing your sheet names.
  • At least 1 column MUST be a Unique Identifer, typiclly the column named id.
  • String name constants are generated per sheet for your Unique Identifier columns.
  • Lookup your rows using the Unique Identifier for that sheet i.e. Data.sheetname.get(Data.SheetName.UniqueId). This lookup is hashed and fast.
  • Iterate your rows using the all field and for better autocompletion use the get_index() function when retreiving a row while iterating. i.e.
    for i in Data.sheetname.all.size():
            var item = Data.sheetname.get_index(i)
  • If in doubt look at the generated script data by simply opening the .cdb file in Godot's script editor. You may need to open the file in an extenral editor from it's imported source in the .import folder due to limitation of Godot when re-importing / saving your CDB file as the editor seems to cache the original source, however from my experience autocompletion and testing still works without an editor restart.

Currently Supported Types

  • ID
  • Bool
  • Int
  • Float
  • Enumeration
  • Color
  • String
  • File
  • Tile

Disclaimer

This project is driven entirely by my use of CastleDB in personal projects and is not a complete implementation of all features of CastleDB.

Pull requests welcome!

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CastleDB for Godot through code generation

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