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RapidGameFramework
Reusable Godot managers for data-driven small games
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Loads JSON resource definitions, tracks current resource values, applies effects, and exposes ordered UI indicator data. More...
Go to the source code of this file.
Namespaces | |
| namespace | resource_manager |
Variables | |
| resource_manager.DataCacheManager | |
| resource_manager.resources | |
| resource_manager.resource_definitions | |
| resource_manager.resource_order | |
| resource_manager.data_cache | |
| resource_manager.hud | |
| resource_manager.resource_hud | |
| resource_manager.sprite_manager | |
Attach a sprite manager so resource definitions can use sprite_id. | |
| resource_manager.Dictionary | |
| resource_manager.int | |
| Return the current value for one resource. | |
| resource_manager.count = 3 | |
| resource_manager.absolute_amount | |
| resource_manager.mark | |
| resource_manager.parts | |
| resource_manager.id | |
| Apply effect amounts and clamp resources to configured min/max values. | |
| resource_manager.amount | |
| resource_manager.bool | |
| Convert raw effect dictionaries into ordered HUD-friendly indicator dictionaries. | |
| resource_manager.indicators | |
| resource_manager.sorted_effects | |
| resource_manager.String | |
| Return saveable resource values. | |
Loads JSON resource definitions, tracks current resource values, applies effects, and exposes ordered UI indicator data.
Resource JSON is game-specific and should be passed into load(). The manager keeps resource order stable so HUD bars and choice effects match.
Definition in file resource_manager.gd.