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Fix inherited scenes produce errors in editor when "editable_children" is true
Since the same argument is used, `SceneState::get_node_deferred_nodepath_properties()` should use similar logic to `SceneState::get_property_value()`. Make `SceneState::get_property_value()` to return whether the property is deferred.
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@ -73,15 +73,15 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
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for (int i = 0; i < states_stack.size(); ++i) {
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const SceneState::PackState &ia = states_stack[i];
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bool found = false;
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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
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const Vector<String> &deferred_properties = ia.state->get_node_deferred_nodepath_properties(ia.node);
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bool node_deferred = false;
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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found, node_deferred);
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if (found) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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// Replace properties stored as NodePaths with actual Nodes.
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// Otherwise, the property value would be considered as overridden.
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if (deferred_properties.has(p_property)) {
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if (node_deferred) {
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if (value_in_ancestor.get_type() == Variant::ARRAY) {
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Array paths = value_in_ancestor;
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@ -103,7 +103,7 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
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}
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// Save script for later
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bool has_script = false;
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Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script);
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Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script, node_deferred);
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if (has_script) {
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Ref<Script> scr = script;
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if (scr.is_valid()) {
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@ -1254,29 +1254,31 @@ int SceneState::_find_base_scene_node_remap_key(int p_idx) const {
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return -1;
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}
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Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {
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found = false;
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Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &r_found, bool &r_node_deferred) const {
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r_found = false;
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r_node_deferred = false;
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ERR_FAIL_COND_V(p_node < 0, Variant());
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if (p_node < nodes.size()) {
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//find in built-in nodes
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// Find in built-in nodes.
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int pc = nodes[p_node].properties.size();
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const StringName *namep = names.ptr();
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const NodeData::Property *p = nodes[p_node].properties.ptr();
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for (int i = 0; i < pc; i++) {
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if (p_property == namep[p[i].name & FLAG_PROP_NAME_MASK]) {
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found = true;
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r_found = true;
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r_node_deferred = p[i].name & FLAG_PATH_PROPERTY_IS_NODE;
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return variants[p[i].value];
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}
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}
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}
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//property not found, try on instance
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if (base_scene_node_remap.has(p_node)) {
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return get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
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// Property not found, try on instance.
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HashMap<int, int>::ConstIterator I = base_scene_node_remap.find(p_node);
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if (I) {
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return get_base_scene_state()->get_property_value(I->value, p_property, r_found, r_node_deferred);
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}
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return Variant();
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@ -1666,13 +1668,25 @@ StringName SceneState::get_node_property_name(int p_idx, int p_prop) const {
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Vector<String> SceneState::get_node_deferred_nodepath_properties(int p_idx) const {
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Vector<String> ret;
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ERR_FAIL_INDEX_V(p_idx, nodes.size(), ret);
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for (int i = 0; i < nodes[p_idx].properties.size(); i++) {
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uint32_t idx = nodes[p_idx].properties[i].name;
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if (idx & FLAG_PATH_PROPERTY_IS_NODE) {
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ret.push_back(names[idx & FLAG_PROP_NAME_MASK]);
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ERR_FAIL_COND_V(p_idx < 0, ret);
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if (p_idx < nodes.size()) {
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// Find in built-in nodes.
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for (int i = 0; i < nodes[p_idx].properties.size(); i++) {
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uint32_t idx = nodes[p_idx].properties[i].name;
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if (idx & FLAG_PATH_PROPERTY_IS_NODE) {
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ret.push_back(names[idx & FLAG_PROP_NAME_MASK]);
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}
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}
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return ret;
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}
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// Property not found, try on instance.
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HashMap<int, int>::ConstIterator I = base_scene_node_remap.find(p_idx);
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if (I) {
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return get_base_scene_state()->get_node_deferred_nodepath_properties(I->value);
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}
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return ret;
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}
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@ -139,7 +139,7 @@ public:
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static Ref<Resource> get_remap_resource(const Ref<Resource> &p_resource, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene);
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int find_node_by_path(const NodePath &p_node) const;
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Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
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Variant get_property_value(int p_node, const StringName &p_property, bool &r_found, bool &r_node_deferred) const;
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bool is_node_in_group(int p_node, const StringName &p_group) const;
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bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;
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