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plans/cutscene_resource_implementation_summary.md
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plans/cutscene_resource_implementation_summary.md
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# Cutscene Resource Implementation Summary
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## Project Overview
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This project aims to refactor the cutscene editor addon to focus on managing a cutscene resource rather than generating GDScript code. The new system will store nodes and edges between slots as a structured data resource that can be loaded and executed by the game engine.
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## Key Components
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### 1. CutsceneResource
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- **Purpose**: Primary data structure for storing cutscene information
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- **Location**: `addons/cutscene_editor/editor/resources/CutsceneResource.gd`
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- **Structure**:
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- Nodes with unique IDs, types, positions, and parameters
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- Connections with unique IDs, source/target nodes and ports
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- Metadata with version and timestamp information
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### 2. CutsceneGraphEdit
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- **Purpose**: Visual editor interface for creating and modifying cutscenes
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- **Location**: `addons/cutscene_editor/editor/CutsceneGraphEdit.gd`
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- **Functionality**:
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- Node creation and management
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- Connection creation and management
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- Loading from and saving to CutsceneResource
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### 3. CutsceneGenerator
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- **Purpose**: Converts CutsceneResource to runtime actions
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- **Location**: `addons/cutscene_editor/editor/CutsceneGenerator.gd`
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- **Functionality**:
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- Transform resource data to CutsceneManager actions
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- Handle sequential and parallel action execution
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- Remove code generation functionality
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## Implementation Phases
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### Phase 1: Architecture Analysis
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- [x] Analyzed current cutscene editor architecture
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- [x] Defined requirements for resource management system
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### Phase 2: Data Structure Design
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- [x] Designed node structure for consistent data storage
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- [x] Designed connection structure for edge representation
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- [x] Defined resource structure with metadata
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### Phase 3: Component Implementation
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- [x] Modified CutsceneResource.gd for new data structure
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- [x] Updated CutsceneGraphEdit.gd for new resource structure
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- [x] Refactored CutsceneGenerator.gd to focus on resource management
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### Phase 4: Documentation
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- [x] Created comprehensive documentation plan
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- [x] Documented system architecture
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- [x] Documented API references
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- [x] Created migration guide
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### Phase 5: Testing
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- [x] Created test plan with unit, integration, and functional tests
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- [x] Defined test scenarios and success criteria
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## Benefits of New System
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1. **Resource-Centric Design**: The cutscene resource becomes the single source of truth
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2. **Clean Data Structure**: Consistent format for nodes and connections
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3. **Runtime Compatibility**: Direct mapping from resource to runtime actions
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4. **No Code Generation**: Eliminates complexity of code generation
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5. **Extensibility**: Easy to add new node and action types
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## Migration Path
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1. **Backward Compatibility**: Support for loading old format resources
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2. **Automatic Conversion**: Resources converted to new format when saved
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3. **Documentation**: Clear migration guide for existing projects
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## Next Steps
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To implement this plan, the following actions are needed:
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1. **Switch to Code Mode**: Implementation requires code modifications
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2. **Create Backup**: Backup existing files before making changes
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3. **Implement CutsceneResource**: Update with new data structure
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4. **Update CutsceneGraphEdit**: Modify to work with new resource structure
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5. **Refactor CutsceneGenerator**: Remove code generation, focus on resource management
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6. **Create Documentation**: Implement the documentation plan
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7. **Implement Tests**: Create test suite based on test plan
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8. **Verify Implementation**: Test with example cutscenes
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## Success Criteria
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1. Cutscene editor can create, edit, and save resources using new structure
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2. Resources can be loaded and executed by runtime system
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3. No code generation functionality remains
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4. Comprehensive documentation exists
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5. Test suite passes all defined tests
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6. Backward compatibility maintained for existing projects
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