Replace Event + GlobalAnimation autoloads with class_name + static funcs
Two of the five autoloads were stateless helper bundles, not the
persistent application-wide systems that the Godot 4 best-practice
guide reserves autoload slots for. Convert them to plain classes with
all-static methods so they no longer need a Node living under /root.
- scripts/Animation.gd -> scripts/game_animation.gd (renamed:
conflict with the built-in Animation class; the autoload sidestepped
it by being called GlobalAnimation). class_name GameAnimation,
every helper static. The dissolve tween now captures its target
material in a lambda closure, eliminating the current_material
member that the autoload kept as shared mutable state.
- scripts/Event.gd -> scripts/event.gd, class_name Event, every
handler static. Added Event.level_pressed(name) -> Callable for the
one place ChooseScene needed dynamic lookup of a per-level handler
(replaces the old _build_method('_on_' + name + '_pressed') +
Callable(autoload, string) reflection trick with an explicit match).
Updated call sites:
- scripts/Global.gd: animation.connect('animation_started',
Callable(Event, '...')) -> animation.animation_started.connect(
Event._loading_is_started). Same for animation_finished.
- scenes/levels/Levels.gd: GlobalAnimation.* -> GameAnimation.*;
Quit/TextureButton.connect('pressed', Callable(Event, '...')) ->
pressed.connect(Event._on_main_scene_pressed).
- scenes/UI/choose_scenes/ChooseScene.gd: per-level button connects
go through Event.level_pressed(); reset button's bound callable now
reads Event._on_reset_level.bind(...); cleanup no longer relies on
is_connected with an unbound Callable (which would never match a
bound one anyway) -- iterates reset.pressed.get_connections()
instead. Drop the now-dead _build_method helper.
Also: organise scripts/ by promoting the one-shot migration helpers
(migrate_shaders, migrate_misc, resave_scenes, devisualize_shaders,
find_visualshaders) into scripts/migration/. They are not part of
the runtime and should not be browsable next to the autoloads.
Autoload count goes 5 -> 3 (Loading, Global, Setting remain --
Setting will move to a Resource in a later refactor).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,85 @@
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@tool
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extends SceneTree
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# One-shot migration tool: walk every resource that can carry a ShaderMaterial
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# (.material, .tres, .mesh, .scn, .gltf, .glb, .tscn) and fix Godot 3 -> 4
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# shader code in-place, saving where possible.
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#
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# Run with: godot --headless --script scripts/migrate_shaders.gd
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const REPLACEMENTS := [
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["depth_draw_alpha_prepass", "depth_prepass_alpha"],
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["hint_color", "source_color"],
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["hint_albedo", "source_color"],
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["hint_black_albedo", "source_color"],
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["hint_white", ""],
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["hint_black", ""],
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["hint_aniso", "hint_anisotropy"],
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["NORMALMAP", "NORMAL_MAP"],
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]
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const EXTENSIONS := [".material", ".tres", ".mesh"]
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func _init() -> void:
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var fixed := 0
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var checked := 0
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for path in _find_resources("res://assets"):
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checked += 1
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var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if res == null:
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continue
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var dirty := false
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# Direct ShaderMaterial
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if res is ShaderMaterial:
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dirty = _fix_shader_material(res) or dirty
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# ArrayMesh (surface materials embedded)
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if res is ArrayMesh:
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for surf in range(res.get_surface_count()):
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var mat = res.surface_get_material(surf)
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if mat is ShaderMaterial:
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if _fix_shader_material(mat):
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res.surface_set_material(surf, mat)
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dirty = true
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if dirty:
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var err = ResourceSaver.save(res, path)
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if err == OK:
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fixed += 1
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print("FIXED ", path)
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else:
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push_error("Failed to save " + path + " (err=" + str(err) + ")")
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print("Done. checked=", checked, " fixed=", fixed)
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quit()
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func _fix_shader_material(mat: ShaderMaterial) -> bool:
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if mat.shader == null:
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return false
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var old_code: String = mat.shader.code
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var new_code := old_code
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for pair in REPLACEMENTS:
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new_code = new_code.replace(pair[0], pair[1])
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if new_code == old_code:
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return false
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mat.shader.code = new_code
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return true
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func _find_resources(dir_path: String) -> Array:
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var result := []
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var dir = DirAccess.open(dir_path)
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if dir == null:
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return result
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dir.list_dir_begin()
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var name = dir.get_next()
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while name != "":
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if name == "." or name == "..":
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name = dir.get_next()
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continue
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var sub = dir_path + "/" + name
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if dir.current_is_dir():
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result.append_array(_find_resources(sub))
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else:
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for ext in EXTENSIONS:
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if name.ends_with(ext):
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result.append(sub)
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break
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name = dir.get_next()
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return result
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