# Derived from https://github.com/jegor377/godot-gdgifexporter @tool extends EditorImportPlugin func _can_import_threaded(): return false func _get_priority(): return 100 func _get_import_order(): # 数字越小越提前 return ResourceImporter.IMPORT_ORDER_DEFAULT - 100 func _get_importer_name(): return "gif.animated.texture.plugin" func _get_visible_name(): return "Sprite Frames (Thread Safe)" func _get_recognized_extensions(): return ["gif"] func _get_save_extension(): return "tres" func _get_resource_type(): return "SpriteFrames" func _get_preset_count(): return 0 func _get_preset_name(i): return "" func _get_import_options(_path, _i): return [] func _get_option_visibility(path: String, option_name: StringName, options: Dictionary) -> bool: return false # 防止同时加载多个文件时卡死 static var MUTEX = Mutex.new() func _import(source_file, save_path, options, platform_variants, gen_files): if GifManager == null: printerr("GifManager is not available!") return FAILED var file = FileAccess.open(source_file, FileAccess.READ) var buffer = file.get_buffer(file.get_length()) file.close() MUTEX.lock() var frames = GifManager.sprite_frames_from_buffer(buffer, 0, 30) var filename = save_path + "." + _get_save_extension() var code = ResourceSaver.save(frames, filename) # await get_tree().create_timer(0.1).timeout MUTEX.unlock() print_debug("Imported GIF frames: ", frames.get_frame_count("gif"), " from ", source_file) return code