Creates packages that can be loaded into a running project.
The [PCKPacker] is used to create packages that can be loaded into a running project using [method ProjectSettings.load_resource_pack]. [codeblocks] [gdscript] var packer = PCKPacker.new() packer.pck_start("test.pck") packer.add_file("res://text.txt", "text.txt") packer.flush() [/gdscript] [csharp] var packer = new PckPacker(); packer.PckStart("test.pck"); packer.AddFile("res://text.txt", "text.txt"); packer.Flush(); [/csharp] [/codeblocks] The above [PCKPacker] creates package [code]test.pck[/code], then adds a file named [code]text.txt[/code] at the root of the package. [b]Note:[/b] PCK is Godot's own pack file format. To create ZIP archives that can be read by any program, use [ZIPPacker] instead.
Adds the [param source_path] file to the current PCK package at the [param target_path] internal path. The [code]res://[/code] prefix for [param target_path] is optional and stripped internally. File content is immediately written to the PCK.
Registers a file removal of the [param target_path] internal path to the PCK. This is mainly used for patches. If the file at this path has been loaded from a previous PCK, it will be removed. The [code]res://[/code] prefix for [param target_path] is optional and stripped internally.
Writes the file directory and closes the PCK. If [param verbose] is [code]true[/code], a list of files added will be printed to the console for easier debugging. [b]Note:[/b] [PCKPacker] will automatically flush when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after use, either with the [code]using[/code] statement or by calling the [code]Dispose[/code] method directly.
Creates a new PCK file at the file path [param pck_path]. The [code].pck[/code] file extension isn't added automatically, so it should be part of [param pck_path] (even though it's not required).