Compare commits

10 Commits

Author SHA1 Message Date
Morph01
4fd60e7874 bug animation ??? 2024-08-16 14:19:29 +02:00
Morph01
1662691b6e Better Implementation of Timer 2024-08-16 10:36:32 +02:00
Morph01
91d492c2d8 Bullets Colliding and Disappearing 2024-08-15 13:28:16 +02:00
Morph01
b92c5169c4 LaserGun without collisions 2024-08-14 18:46:31 +02:00
ef0bcd0a35 format
All checks were successful
Linux arm64 / Build (push) Successful in 1m2s
2024-08-13 20:21:05 +02:00
841e25a3ac fix import warnings 2024-08-13 20:02:31 +02:00
a43269910d real FPS 2024-08-13 20:00:21 +02:00
083bf2f04d xmake things 2024-08-13 19:59:33 +02:00
436e9a27c5 Revert "add a testing camera fps (switching cameras by pressing t)"
This reverts commit 4707d85150.
2024-08-13 17:40:57 +02:00
Morph01
4707d85150 add a testing camera fps (switching cameras by pressing t)
All checks were successful
Linux arm64 / Build (push) Successful in 57s
2024-08-13 10:10:31 +02:00
31 changed files with 3435 additions and 103 deletions

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View File

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emission = Color(0.568627, 1, 0.313726, 1)
emission_energy_multiplier = 8.0
[sub_resource type="BoxMesh" id="BoxMesh_5un5e"]
material = SubResource("StandardMaterial3D_gn2fy")
size = Vector3(0.04, 0.04, 0.04)
[node name="Bullet" type="Bullet"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -52730.2)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_ibwn0")
surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
[node name="RayCast3D" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -0.6)
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.7)
emitting = false
one_shot = true
explosiveness = 1.0
visibility_aabb = AABB(-1.00001, -6.06334, -1.00001, 2.00002, 7.06267, 41.4102)
process_material = SubResource("ParticleProcessMaterial_618v8")
draw_pass_1 = SubResource("BoxMesh_5un5e")
[node name="Timer" type="Timer" parent="."]
wait_time = 10.0
one_shot = true
autostart = true
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

View File

@@ -0,0 +1,36 @@
[gd_scene load_steps=4 format=3 uid="uid://ciex3x7rhv1bx"]
[ext_resource type="PackedScene" uid="uid://bkskefixbe2cw" path="res://Assets/Models/Weapons/Steampunk Rifle.glb" id="1_0bnv5"]
[sub_resource type="Animation" id="Animation_20uwx"]
resource_name = "Shoot"
length = 0.1
step = 0.01
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Node:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.01, 0.1),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, 0, 0.05), Vector3(0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_113bo"]
_data = {
"Shoot": SubResource("Animation_20uwx")
}
[node name="Steampunk Rifle" instance=ExtResource("1_0bnv5")]
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
libraries = {
"": SubResource("AnimationLibrary_113bo")
}
[node name="RayCast3D" type="RayCast3D" parent="." index="2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.10108)
target_position = Vector3(0, 0, -1)

19
godot/bullet.tscn Normal file
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@@ -0,0 +1,19 @@
[gd_scene load_steps=3 format=3 uid="uid://bt0551kcc5tw4"]
[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
size = Vector3(0.05, 0.05, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
albedo_color = Color(1, 0.764706, 0.294118, 1)
emission_enabled = true
emission = Color(0.568627, 1, 0.313726, 1)
emission_energy_multiplier = 5.0
[node name="Bullet" type="Bullet"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_ibwn0")
surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
[node name="RayCast3D" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -0.6)

View File

@@ -11,8 +11,7 @@ config_version=5
[application]
config/name="Blitz3"
config/tags=PackedStringArray()
run/main_scene="res://Scenes/Levels/prototype.tscn"
run/main_scene="res://Scenes/Levels/world.tscn"
config/features=PackedStringArray("4.2", "Forward Plus")
config/icon="res://icon.svg"
@@ -38,7 +37,7 @@ move_backwards={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
]
}
run={
sprint={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
]
@@ -48,3 +47,13 @@ jump={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
]
}
escape={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
shoot={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(351, 9),"global_position":Vector2(355, 50),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}

45
src/Bullet.cpp Normal file
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@@ -0,0 +1,45 @@
#include "Bullet.h"
using namespace godot;
namespace blitz {
static constexpr float BULLET_SPEED = 40.0f;
void Bullet::_bind_methods() {
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Bullet::_on_timer_timeout);
}
Bullet::Bullet() {}
Bullet::~Bullet() {}
void Bullet::_ready() {
m_Particles = Object::cast_to<GPUParticles3D>(find_child("GPUParticles3D"));
DEV_ASSERT(m_Particles);
m_Ray = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
DEV_ASSERT(m_Ray);
m_Mesh = Object::cast_to<MeshInstance3D>(find_child("MeshInstance3D"));
DEV_ASSERT(m_Mesh);
m_Timer = memnew(godot::Timer);
add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
}
void Bullet::_physics_process(float a_Delta) {
Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
set_position(get_transform().xform(movement));
if (m_Ray->is_colliding()) {
m_Mesh->set_visible(false);
m_Particles->set_emitting(true);
m_Timer->set_wait_time(1.0);
m_Timer->start();
}
}
void Bullet::_on_timer_timeout() {
queue_free();
}
} // namespace blitz

31
src/Bullet.h Normal file
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@@ -0,0 +1,31 @@
#pragma once
#include <godot_cpp/classes/gpu_particles3d.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/ray_cast3d.hpp>
#include <godot_cpp/classes/timer.hpp>
namespace blitz {
class Bullet : public godot::Node3D {
GDCLASS(Bullet, godot::Node3D)
protected:
static void _bind_methods();
public:
Bullet();
~Bullet();
void _ready();
void _physics_process(float delta);
private:
godot::GPUParticles3D* m_Particles;
godot::RayCast3D* m_Ray;
godot::MeshInstance3D* m_Mesh;
godot::Timer* m_Timer;
void _on_timer_timeout();
};
} // namespace blitz

159
src/FirstPersonPlayer.cpp Normal file
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@@ -0,0 +1,159 @@
#include "FirstPersonPlayer.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/core/math.hpp>
using namespace godot;
namespace blitz {
static constexpr float WALK_SPEED = 5.0f;
static constexpr float SPRINT_SPEED = 7.0f;
static constexpr float JUMP_VELOCITY = 4.5f;
static constexpr float GRAVITY = 9.81f;
static constexpr float SENSITIVITY = 0.003f;
static constexpr float BOB_FREQ = 2.0f;
static constexpr float BOB_AMP = 0.08f;
static constexpr float AIR_MOVEMENT = 3.0f;
static constexpr float GROUND_FRICTION = 7.0f;
static constexpr float BASE_FOV = 75.0f;
static constexpr float FOV_CHANGE = 1.5f;
static constexpr float FOV_TRANSITION = 8.0f;
static constexpr float MIN_FOV_VELOCITY = 0.5;
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
void FirstPersonPlayer::_bind_methods() {}
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
FirstPersonPlayer::~FirstPersonPlayer() {}
void FirstPersonPlayer::_ready() {
InputMap::get_singleton()->load_from_project_settings();
if (!Engine::get_singleton()->is_editor_hint()) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
}
m_Head = Object::cast_to<Node3D>(find_child("Head"));
DEV_ASSERT(m_Head);
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
DEV_ASSERT(m_Camera);
m_WeaponAnimation = Object::cast_to<AnimationPlayer>(find_child("AnimationPlayer"));
DEV_ASSERT(m_WeaponAnimation);
m_GunBarrel = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
DEV_ASSERT(m_GunBarrel);
m_BulletScene = ResourceLoader::get_singleton()->load("res://Scenes/Weapons/bullet.tscn");
if (!m_BulletScene.is_valid()) {
ERR_PRINT("Failed to load bullet scene.");
}
}
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
auto* event = Object::cast_to<InputEventMouseMotion>(a_Event.ptr());
if (event)
UpdateCamera(*event);
// TODO: remove
if (Input::get_singleton()->is_action_just_pressed("escape")) {
Input::MouseMode current = Input::get_singleton()->get_mouse_mode();
Input::get_singleton()->set_mouse_mode(
(current == Input::MOUSE_MODE_CAPTURED) ? Input::MOUSE_MODE_VISIBLE : Input::MOUSE_MODE_CAPTURED);
}
}
void FirstPersonPlayer::_physics_process(float a_Delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
auto* Input = Input::get_singleton();
if (!is_on_floor())
set_velocity(get_velocity() - Vector3{0, GRAVITY * a_Delta, 0});
if (Input->is_action_pressed("jump") && is_on_floor())
set_velocity({get_velocity().x, JUMP_VELOCITY, get_velocity().z});
m_Speed = Input->is_action_pressed("sprint") ? SPRINT_SPEED : WALK_SPEED;
UpdatePosition(a_Delta);
UpdateFOV(a_Delta);
UpdateBobbing(a_Delta);
if (Input->is_action_pressed("shoot")) {
if (!m_WeaponAnimation->is_playing()) {
m_WeaponAnimation->play("Shoot");
m_BulletInstance = m_BulletScene->instantiate();
m_BulletInstance->set("position", m_GunBarrel->get_global_transform().origin);
m_BulletInstance->set("rotation", m_GunBarrel->get_global_transform().basis.get_euler());
get_parent()->add_child(m_BulletInstance);
}
}
move_and_slide();
}
void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
m_BobTime += a_Delta * get_velocity().length() * is_on_floor();
Vector3 newPos{static_cast<float>(Math::cos(m_BobTime * BOB_FREQ / 2.0) * BOB_AMP),
static_cast<float>(Math::sin(m_BobTime * BOB_FREQ) * BOB_AMP), 0};
m_Camera->set_transform({m_Camera->get_transform().basis, newPos});
}
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x;
CLAMP(rotationX, Math::deg_to_rad(-40.0), Math::deg_to_rad(60.0));
m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
}
void FirstPersonPlayer::UpdatePosition(float delta) {
auto* Input = Input::get_singleton();
Vector2 inputDirection = Input->get_vector("move_left", "move_right", "move_forwards", "move_backwards");
Vector3 direction = (m_Head->get_transform().basis.xform(Vector3(inputDirection.x, 0, inputDirection.y))).normalized();
if (is_on_floor()) {
if (!direction.is_zero_approx()) {
set_velocity({direction.x * m_Speed, get_velocity().y, direction.z * m_Speed});
} else {
set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * GROUND_FRICTION)),
get_velocity().y,
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * GROUND_FRICTION))});
}
} else {
set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT)),
get_velocity().y,
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT))});
}
}
void FirstPersonPlayer::UpdateFOV(float a_Delta) {
float velocityClamped = Math::clamp(get_velocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped;
m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION));
}
} // namespace blitz

44
src/FirstPersonPlayer.h Normal file
View File

@@ -0,0 +1,44 @@
#pragma once
#include <godot_cpp/classes/animation_player.hpp>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/ray_cast3d.hpp>
#include <godot_cpp/classes/ref.hpp>
namespace blitz {
class FirstPersonPlayer : public godot::CharacterBody3D {
GDCLASS(FirstPersonPlayer, godot::CharacterBody3D)
protected:
static void _bind_methods();
public:
FirstPersonPlayer();
~FirstPersonPlayer();
// Godot overrides
void _unhandled_input(const godot::Ref<godot::InputEvent>&);
void _physics_process(float delta);
void _ready();
private:
godot::Camera3D* m_Camera;
godot::Node3D* m_Head;
godot::AnimationPlayer* m_WeaponAnimation;
godot::RayCast3D* m_GunBarrel;
godot::Node* m_BulletInstance;
godot::Ref<godot::PackedScene> m_BulletScene;
float m_BobTime;
float m_Speed;
void UpdateBobbing(float delta);
void UpdateFOV(float delta);
void UpdateCamera(const godot::InputEventMouseMotion&);
void UpdatePosition(float delta);
};
} // namespace blitz

60
src/Zombie.cpp Normal file
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@@ -0,0 +1,60 @@
#include "Zombie.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace blitz {
static constexpr float SPEED = 2.0f;
void Zombie::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_m_PlayerPath", "m_PlayerPath"), &Zombie::set_m_PlayerPath);
ClassDB::bind_method(D_METHOD("get_m_PlayerPath"), &Zombie::get_m_PlayerPath);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath");
}
Zombie::Zombie() {}
Zombie::~Zombie() {}
void Zombie::_ready() {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->find_child("FirstPersonPlayer"));
DEV_ASSERT(m_Player);
m_NavigationAgent = Object::cast_to<NavigationAgent3D>(find_child("NavigationAgent3D"));
DEV_ASSERT(m_NavigationAgent);
m_Velocity = Vector3(0, 0, 0);
}
void Zombie::_process(float a_Delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
this->set_velocity(m_Velocity);
m_NavigationAgent->set_target_position(m_Player->get_global_position());
Vector3 next_nav_point = m_NavigationAgent->get_next_path_position();
m_Velocity = (next_nav_point - get_global_position()).normalized() * SPEED;
this->set_velocity(m_Velocity);
look_at(Vector3(m_Player->get_global_position().x, get_global_position().y, m_Player->get_global_position().z), Vector3(0, 1, 0));
move_and_slide();
}
void Zombie::set_m_PlayerPath(const NodePath& path) {
m_PlayerPath = path;
}
NodePath Zombie::get_m_PlayerPath() const {
return m_PlayerPath;
}
} // namespace blitz

33
src/Zombie.h Normal file
View File

@@ -0,0 +1,33 @@
#pragma once
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/navigation_agent3d.hpp>
#include <godot_cpp/variant/node_path.hpp>
#include "FirstPersonPlayer.h"
namespace blitz {
class Zombie : public godot::CharacterBody3D {
GDCLASS(Zombie, godot::CharacterBody3D)
protected:
static void _bind_methods();
public:
Zombie();
~Zombie();
void _ready();
void _process(float delta);
private:
godot::NavigationAgent3D* m_NavigationAgent;
FirstPersonPlayer* m_Player;
godot::NodePath m_PlayerPath;
godot::Vector3 m_Velocity;
void set_m_PlayerPath(const godot::NodePath& path);
godot::NodePath get_m_PlayerPath() const;
};
} // namespace blitz

View File

@@ -1,7 +1,10 @@
#include "register_types.h"
#include "Bullet.h"
#include "FirstPersonPlayer.h"
#include "Player.h"
#include "SpringArmPivot.h"
#include "Zombie.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
@@ -16,6 +19,9 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<blitz::Player>();
ClassDB::register_class<blitz::SpringArmPivot>();
ClassDB::register_class<blitz::FirstPersonPlayer>();
ClassDB::register_class<blitz::Bullet>();
ClassDB::register_class<blitz::Zombie>();
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
@@ -24,9 +30,8 @@ void uninitialize_example_module(ModuleInitializationLevel p_level) {
}
}
extern "C"
GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc, const GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization* r_initialization) {
extern "C" GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc,
const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);

View File

@@ -41,8 +41,9 @@ target(PROJECT_NAME)
on_run(
(function(godot_project_folder)
return function(target)
os.execv("echo", {"godot --path", godot_project_folder})
os.exec("godot --path " .. godot_project_folder)
local cmd = format("godot --path %s", godot_project_folder)
os.execv("echo", {cmd})
os.exec(cmd)
end
end)(GODOT_PROJECT_FOLDER)
)

View File

@@ -37,8 +37,10 @@ task("export")
local export_path = path.absolute(path.join(publish_folder, project_name))
os.execv("echo", {"godot", godot_project_file, export_mode, target_platform, export_path})
os.exec("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
local cmd = format("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
os.execv("echo", {cmd})
os.exec(cmd)
end
end)(GODOT_PROJECT_FOLDER, PUBLISH_FOLDER, PROJECT_NAME))
@@ -202,3 +204,22 @@ android.release.arm64 = "res://lib/libProjectName.android_release_arm64.so"
description = "Generate gdextension file",
}
task_end()
task("import-assets")
on_run((function(godot_project_folder, project_name)
return function ()
local godot_project_file = path.join(godot_project_folder, "project.godot")
local cmd = format("godot --headless --import %s", godot_project_file)
os.execv("echo", {cmd})
os.exec(cmd)
end
end)(GODOT_PROJECT_FOLDER, PROJECT_NAME))
set_menu {
usage = "xmake import-assets",
description = "Import project assets",
}
task_end()