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