Fix Viewport.own_world
documentation
Also fixed the naming of the setter's parameter and made an `if` block straightforward.
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3 changed files with 10 additions and 10 deletions
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@ -243,7 +243,7 @@
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The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
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</member>
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<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
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If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
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If [code]true[/code], the viewport will use a unique copy of the [World] defined in [member world].
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</member>
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<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
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If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
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@ -2895,8 +2895,8 @@ void Viewport::unhandled_input(const Ref<InputEvent> &p_event) {
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}
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}
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void Viewport::set_use_own_world(bool p_world) {
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if (p_world == own_world.is_valid()) {
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void Viewport::set_use_own_world(bool p_use_own_world) {
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if (p_use_own_world == own_world.is_valid()) {
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return;
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}
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@ -2904,18 +2904,18 @@ void Viewport::set_use_own_world(bool p_world) {
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_propagate_exit_world(this);
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}
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if (!p_world) {
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own_world = Ref<World>();
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if (world.is_valid()) {
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world->disconnect(CoreStringNames::get_singleton()->changed, this, "_own_world_changed");
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}
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} else {
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if (p_use_own_world) {
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if (world.is_valid()) {
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own_world = world->duplicate();
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world->connect(CoreStringNames::get_singleton()->changed, this, "_own_world_changed");
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} else {
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own_world = Ref<World>(memnew(World));
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}
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} else {
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own_world = Ref<World>();
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if (world.is_valid()) {
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world->disconnect(CoreStringNames::get_singleton()->changed, this, "_own_world_changed");
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}
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}
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if (is_inside_tree()) {
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@ -527,7 +527,7 @@ public:
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
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Vector2 get_camera_rect_size() const;
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void set_use_own_world(bool p_world);
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void set_use_own_world(bool p_use_own_world);
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bool is_using_own_world() const;
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void input(const Ref<InputEvent> &p_event);
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