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Add check in folding to see if the nodepath exists to avoid message spam.
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@ -173,7 +173,7 @@ void EditorFolding::load_scene_folding(Node *p_scene, const String &p_path) {
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for (int i = 0; i < unfolds.size(); i += 2) {
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NodePath path = unfolds[i];
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PoolVector<String> un = unfolds[i + 1];
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Node *node = p_scene->get_node(path);
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Node *node = p_scene->get_node_or_null(path);
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if (!node) {
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continue;
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}
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@ -1311,7 +1311,7 @@ Node *Node::_get_child_by_name(const StringName &p_name) const {
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return NULL;
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}
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Node *Node::_get_node(const NodePath &p_path) const {
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Node *Node::get_node_or_null(const NodePath &p_path) const {
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if (!data.inside_tree && p_path.is_absolute()) {
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ERR_EXPLAIN("Can't use get_node() with absolute paths from outside the active scene tree.");
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@ -1376,7 +1376,7 @@ Node *Node::_get_node(const NodePath &p_path) const {
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Node *Node::get_node(const NodePath &p_path) const {
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Node *node = _get_node(p_path);
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Node *node = get_node_or_null(p_path);
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if (!node) {
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ERR_EXPLAIN("Node not found: " + p_path);
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ERR_FAIL_COND_V(!node, NULL);
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@ -1386,7 +1386,7 @@ Node *Node::get_node(const NodePath &p_path) const {
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bool Node::has_node(const NodePath &p_path) const {
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return _get_node(p_path) != NULL;
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return get_node_or_null(p_path) != NULL;
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}
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Node *Node::find_node(const String &p_mask, bool p_recursive, bool p_owned) const {
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@ -2709,6 +2709,7 @@ void Node::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_child", "idx"), &Node::get_child);
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ClassDB::bind_method(D_METHOD("has_node", "path"), &Node::has_node);
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ClassDB::bind_method(D_METHOD("get_node", "path"), &Node::get_node);
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ClassDB::bind_method(D_METHOD("get_node_or_null", "path"), &Node::get_node_or_null);
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ClassDB::bind_method(D_METHOD("get_parent"), &Node::get_parent);
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ClassDB::bind_method(D_METHOD("find_node", "mask", "recursive", "owned"), &Node::find_node, DEFVAL(true), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("find_parent", "mask"), &Node::find_parent);
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@ -153,7 +153,6 @@ private:
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void _print_tree_pretty(const String prefix, const bool last);
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void _print_tree(const Node *p_node);
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Node *_get_node(const NodePath &p_path) const;
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Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
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@ -252,6 +251,7 @@ public:
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Node *get_child(int p_index) const;
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bool has_node(const NodePath &p_path) const;
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Node *get_node(const NodePath &p_path) const;
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Node *get_node_or_null(const NodePath &p_path) const;
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Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
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bool has_node_and_resource(const NodePath &p_path) const;
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Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
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@ -55,7 +55,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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Node *p_name; \
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if (p_id & FLAG_ID_IS_PATH) { \
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NodePath np = node_paths[p_id & FLAG_MASK]; \
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p_name = ret_nodes[0]->_get_node(np); \
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p_name = ret_nodes[0]->get_node_or_null(np); \
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} else { \
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ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, NULL); \
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p_name = ret_nodes[p_id & FLAG_MASK]; \
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@ -342,7 +342,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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}
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for (int i = 0; i < editable_instances.size(); i++) {
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Node *ei = ret_nodes[0]->_get_node(editable_instances[i]);
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Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]);
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if (ei) {
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ret_nodes[0]->set_editable_instance(ei, true);
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}
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