-Some changes to how scenes and scripts are overriden in scene instance and inheritance
-Fixes #3127 and also properly fixes #2958
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parent
6c27df8df6
commit
a74138a0dc
3 changed files with 49 additions and 5 deletions
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@ -92,6 +92,22 @@ void ScriptServer::init_languages() {
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}
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}
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void ScriptInstance::get_property_state(List<Pair<StringName, Variant> > &state) {
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List<PropertyInfo> pinfo;
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get_property_list(&pinfo);
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for (List<PropertyInfo>::Element *E=pinfo.front();E;E=E->next()) {
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if (E->get().usage&PROPERTY_USAGE_STORAGE) {
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Pair<StringName,Variant> p;
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p.first=E->get().name;
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if (get(p.first,p.second))
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state.push_back(p);
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}
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}
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}
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Variant ScriptInstance::call(const StringName& p_method,VARIANT_ARG_DECLARE) {
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VARIANT_ARGPTRS;
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@ -113,6 +113,8 @@ public:
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virtual void get_property_list(List<PropertyInfo> *p_properties) const=0;
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virtual Variant::Type get_property_type(const StringName& p_name,bool *r_is_valid=NULL) const=0;
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virtual void get_property_state(List<Pair<StringName,Variant> > &state);
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virtual void get_method_list(List<MethodInfo> *p_list) const=0;
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virtual bool has_method(const StringName& p_method) const=0;
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virtual Variant call(const StringName& p_method,VARIANT_ARG_LIST);
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@ -33,7 +33,7 @@
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#include "scene/gui/control.h"
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#include "scene/2d/node_2d.h"
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#include "scene/main/instance_placeholder.h"
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#include "core/core_string_names.h"
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#define PACK_VERSION 2
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bool SceneState::can_instance() const {
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@ -99,6 +99,7 @@ Node *SceneState::instance(bool p_gen_edit_state) const {
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Node *node=NULL;
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if (i==0 && base_scene_idx>=0) {
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//scene inheritance on root node
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//print_line("scene inherit");
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@ -193,7 +194,26 @@ Node *SceneState::instance(bool p_gen_edit_state) const {
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ERR_FAIL_INDEX_V( nprops[j].name, sname_count, NULL );
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ERR_FAIL_INDEX_V( nprops[j].value, prop_count, NULL );
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node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
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if (snames[ nprops[j].name ]==CoreStringNames::get_singleton()->_script) {
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//work around to avoid old script variables from disappearing, should be the proper fix to:
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//https://github.com/godotengine/godot/issues/2958
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//store old state
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List<Pair<StringName,Variant> > old_state;
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if (node->get_script_instance()) {
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node->get_script_instance()->get_property_state(old_state);
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}
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node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
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//restore old state for new script, if exists
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for (List<Pair<StringName,Variant> >::Element *E=old_state.front();E;E=E->next()) {
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node->set(E->get().first,E->get().second);
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}
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} else {
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node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
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}
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}
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}
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@ -460,6 +480,7 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
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List<PropertyInfo> plist;
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p_node->get_property_list(&plist);
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bool saved_script=false;
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for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {
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@ -508,8 +529,10 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
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break;
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}
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}
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if (exists && p_node->get_script_instance()) {
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#if 0
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// this workaround ended up causing problems:
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https://github.com/godotengine/godot/issues/3127
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if (saved_script && exists && p_node->get_script_instance()) {
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//if this is an overriden value by another script, save it anyway
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//as the script change will erase it
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//https://github.com/godotengine/godot/issues/2958
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@ -522,7 +545,7 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
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}
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}
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#endif
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if (exists && bool(Variant::evaluate(Variant::OP_EQUAL,value,original))) {
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//exists and did not change
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continue;
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@ -543,6 +566,9 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
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}
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}
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if (name=="script/script")
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saved_script=true;
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NodeData::Property prop;
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prop.name=_nm_get_string( name,name_map);
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prop.value=_vm_get_variant( value, variant_map);
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