048fdc8aea
-WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
89 lines
3.6 KiB
C++
89 lines
3.6 KiB
C++
/*************************************************************************/
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/* scenario_fx.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scenario_fx.h"
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void WorldEnvironment::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_WORLD) {
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if (environment.is_valid()) {
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if (get_world()->get_environment().is_valid()) {
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WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
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}
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get_world()->set_environment(environment);
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}
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} else if (p_what==NOTIFICATION_EXIT_WORLD) {
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if (environment.is_valid() && get_world()->get_environment()==environment)
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get_world()->set_environment(Ref<Environment>());
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}
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}
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void WorldEnvironment::set_environment(const Ref<Environment>& p_environment) {
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if (is_inside_world() && environment.is_valid() && get_world()->get_environment()==environment) {
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get_world()->set_environment(Ref<Environment>());
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//clean up
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}
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environment=p_environment;
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if (is_inside_world() && environment.is_valid()) {
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if (get_world()->get_environment().is_valid()) {
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WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
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}
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get_world()->set_environment(environment);
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}
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}
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Ref<Environment> WorldEnvironment::get_environment() const {
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return environment;
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}
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void WorldEnvironment::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_environment","env:Environment"),&WorldEnvironment::set_environment);
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ObjectTypeDB::bind_method(_MD("get_environment:Environment"),&WorldEnvironment::get_environment);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT,"environment",PROPERTY_HINT_RESOURCE_TYPE,"Environment"),_SCS("set_environment"),_SCS("get_environment"));
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}
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WorldEnvironment::WorldEnvironment() {
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}
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