mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 21:22:48 +00:00
Allow VisibleOnScreenNotifier2D/3D to have empty enable_node_path
This commit is contained in:
parent
a9bb8509f2
commit
445b1e9c5f
@ -15,7 +15,7 @@
|
||||
Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].
|
||||
</member>
|
||||
<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath("..")">
|
||||
The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside the scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is invalid, an error will be printed in the editor and no node will be affected.
|
||||
The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside the scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
@ -15,7 +15,7 @@
|
||||
Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].
|
||||
</member>
|
||||
<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath("..")">
|
||||
The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler3D] is inside the scene tree) and every time the [VisibleOnScreenEnabler3D] enters the scene tree. If the path is invalid, an error will be printed in the editor and no node will be affected.
|
||||
The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler3D] is inside the scene tree) and every time the [VisibleOnScreenEnabler3D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
@ -138,6 +138,10 @@ void VisibleOnScreenEnabler2D::set_enable_node_path(NodePath p_path) {
|
||||
return;
|
||||
}
|
||||
enable_node_path = p_path;
|
||||
if (enable_node_path.is_empty()) {
|
||||
node_id = ObjectID();
|
||||
return;
|
||||
}
|
||||
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
||||
node_id = ObjectID();
|
||||
Node *node = get_node(enable_node_path);
|
||||
@ -177,8 +181,11 @@ void VisibleOnScreenEnabler2D::_notification(int p_what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
|
||||
node_id = ObjectID();
|
||||
if (enable_node_path.is_empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Node *node = get_node(enable_node_path);
|
||||
if (node) {
|
||||
node_id = node->get_instance_id();
|
||||
|
@ -138,6 +138,10 @@ void VisibleOnScreenEnabler3D::set_enable_node_path(NodePath p_path) {
|
||||
return;
|
||||
}
|
||||
enable_node_path = p_path;
|
||||
if (enable_node_path.is_empty()) {
|
||||
node_id = ObjectID();
|
||||
return;
|
||||
}
|
||||
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
||||
node_id = ObjectID();
|
||||
Node *node = get_node(enable_node_path);
|
||||
@ -177,8 +181,11 @@ void VisibleOnScreenEnabler3D::_notification(int p_what) {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
|
||||
node_id = ObjectID();
|
||||
if (enable_node_path.is_empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Node *node = get_node(enable_node_path);
|
||||
if (node) {
|
||||
node_id = node->get_instance_id();
|
||||
|
Loading…
Reference in New Issue
Block a user