Allow TileMap physics/navigation to still work when hidden

This commit is contained in:
Gilles Roudière 2023-10-18 17:09:55 +02:00
parent 46cb7f94f7
commit 9d90f1774c

View file

@ -652,7 +652,7 @@ void TileMapLayer::_physics_update() {
const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid() || !tile_map_node->is_visible_in_tree();
bool forced_cleanup = in_destructor || !enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid();
if (forced_cleanup) {
// Clean everything.
for (KeyValue<Vector2i, CellData> &kv : tile_map) {
@ -902,7 +902,7 @@ void TileMapLayer::_navigation_update() {
NavigationServer2D *ns = NavigationServer2D::get_singleton();
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid() || !tile_map_node->is_visible_in_tree();
bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !tile_map_node->is_inside_tree() || !tile_set.is_valid();
// ----------- Layer level processing -----------
if (forced_cleanup) {