|
|
|
|
Attention |
Topic was automatically imported from the old Question2Answer platform. |
|
Asked By |
_nabajit |
So I’m trying store some data (scene locations) in text file, So i can load it when my game runs.
var fp:File = File.new()
fp.open("res://Enemy/enemy_list.txt",File.READ)
while not fp.eof_reached():
var l = fp.get_line()
if fp.file_exists(l):
AllEnemyPS.append(load(l))
I created enemy_list.txt beforehand. I am not able to import it inside my project, so it is visible inside the editor.
I just placed the text file inside the Enemy/ folder. But the code only works on editor not when build.
I have looked in the Resources class there is a sub-class TextFile, which I created but there is not any method in the class to access the data.
Is there is any other way to achieve this?
Thank you for taking your time.
|
|
|
|
Reply From: |
jgodfrey |
While I haven’t really investigated this, I’d guess it’s related to how resources are packaged into a build. See my lengthy answer to a similar issue here:
https://forum.godotengine.org/59637/cannot-traverse-asset-directory-in-android
So after loading with ResourceLoader as you suggested how can read the contents of the text file.
_nabajit | 2020-05-19 17:32
Is the enemy_list.txt
file not being found, or is it not finding the files that are referenced inside the enemy_list.txt
file?
If possible, post the contents of the enemy_list.txt
file as well as the folder structure defining where the files it references are located…
jgodfrey | 2020-05-19 17:41
|
|
|
|
Reply From: |
_nabajit |
I found the solution through a reddit link
You just need to specify non resource types in export menu.
documentation link
Should have read the documentation.