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.
This commit is contained in:
Windy Darian 2019-01-29 23:07:56 -05:00
parent 35bb52011a
commit c478f30321

View file

@ -1239,6 +1239,13 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
}
String root_type = p_options["nodes/root_type"];
root_type = root_type.split(" ")[0]; // full root_type is "ClassName (filename.gd)" for a script global class.
Ref<Script> root_script = NULL;
if (ScriptServer::is_global_class(root_type)) {
root_script = ResourceLoader::load(ScriptServer::get_global_class_path(root_type));
root_type = ScriptServer::get_global_class_base(root_type);
}
if (scene->get_class() != root_type) {
Node *base_node = Object::cast_to<Node>(ClassDB::instance(root_type));
@ -1251,6 +1258,10 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
}
}
if (root_script.is_valid()) {
scene->set_script(Variant(root_script));
}
if (Object::cast_to<Spatial>(scene)) {
float root_scale = p_options["nodes/root_scale"];
Object::cast_to<Spatial>(scene)->scale(Vector3(root_scale, root_scale, root_scale));