extends Node const PLAYER_UI_INSTANCE : int = 0 export(PackedScene) var player_ui : PackedScene var _modules : Array func _ready() -> void: ProfileManager.load() # ESS.resource_db = ESSResourceDBMap.new() ESS.resource_db = ESSResourceDBStatic.new() ESS.resource_db.remap_ids = true # ESS.load_all() initialize_modules() func initialize_modules() -> void: _modules.clear() load_modules_at("res://") _modules.sort_custom(ModulePathSorter, "sort_ascending") for module in _modules: if module.has_method("load_module"): module.load_module() func load_modules_at(path : String) -> void: var dir = Directory.new() if dir.open(path) == OK: dir.list_dir_begin() var file_name = dir.get_next() while file_name != "": if file_name == "." or file_name == "..": file_name = dir.get_next() continue if dir.current_is_dir(): if path == "res://": load_modules_at(path + file_name) else: load_modules_at(path + "/" + file_name) else: if file_name == "game_module.tres": var res : Resource = null if path == "res://": res = ResourceLoader.load(path + file_name) else: res = ResourceLoader.load(path + "/" + file_name) if res.enabled: _modules.append(res) file_name = dir.get_next() else: print("An error occurred when trying to access the path: " + path) func request_instance(what : int) -> Node: var inst : Node = null if what == PLAYER_UI_INSTANCE: inst = player_ui.instance() inst.initialize() for module in _modules: # if module.has_method("on_request_instance"): module.on_request_instance(what, inst) return inst class ModulePathSorter: static func sort_ascending(a, b): if a.resource_path < b.resource_path: return true return false