Support script global class (class_name) when importing a scene
We could already choose a script global class for root_type at scene import config. However, it would fall back to default Spatial if a script global class is chosen. This will make sure the base type for the script class is used, and the script to root node is attached upon import.
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@ -1239,6 +1239,13 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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}
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String root_type = p_options["nodes/root_type"];
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root_type = root_type.split(" ")[0]; // full root_type is "ClassName (filename.gd)" for a script global class.
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Ref<Script> root_script = NULL;
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if (ScriptServer::is_global_class(root_type)) {
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root_script = ResourceLoader::load(ScriptServer::get_global_class_path(root_type));
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root_type = ScriptServer::get_global_class_base(root_type);
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}
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if (scene->get_class() != root_type) {
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Node *base_node = Object::cast_to<Node>(ClassDB::instance(root_type));
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@ -1251,6 +1258,10 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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}
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}
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if (root_script.is_valid()) {
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scene->set_script(Variant(root_script));
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}
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if (Object::cast_to<Spatial>(scene)) {
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float root_scale = p_options["nodes/root_scale"];
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Object::cast_to<Spatial>(scene)->scale(Vector3(root_scale, root_scale, root_scale));
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