Fix checking if script is attached to any node belonging to scene

(cherry picked from commit 7f7966e10a)
This commit is contained in:
kleonc 2022-09-21 15:46:30 +02:00 committed by Rémi Verschelde
parent 239b2e4bbc
commit 24eb91cd5b
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GPG key ID: C3336907360768E1

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@ -1478,16 +1478,17 @@ bool ScriptTextEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_
}
static Node *_find_script_node(Node *p_edited_scene, Node *p_current_node, const Ref<Script> &script) {
if (p_edited_scene != p_current_node && p_current_node->get_owner() != p_edited_scene) {
return nullptr;
}
Ref<Script> scr = p_current_node->get_script();
if (scr.is_valid() && scr == script) {
return p_current_node;
// Check scripts only for the nodes belonging to the edited scene.
if (p_current_node == p_edited_scene || p_current_node->get_owner() == p_edited_scene) {
Ref<Script> scr = p_current_node->get_script();
if (scr.is_valid() && scr == script) {
return p_current_node;
}
}
// Traverse all children, even the ones not owned by the edited scene as they
// can still have child nodes added within the edited scene and thus owned by
// it (e.g. nodes added to subscene's root or to its editable children).
for (int i = 0; i < p_current_node->get_child_count(); i++) {
Node *n = _find_script_node(p_edited_scene, p_current_node->get_child(i), script);
if (n) {