Swap arguments of ResourceSaver.save()

This commit is contained in:
Evanaellio 2022-09-21 22:26:48 +02:00
parent 6f5704d86f
commit 1acd0f1bab
2 changed files with 4 additions and 4 deletions

View file

@ -44,7 +44,7 @@
# Fill the Mesh with data read in "file", left as an exercise to the reader.
var filename = save_path + "." + _get_save_extension()
return ResourceSaver.save(filename, mesh)
return ResourceSaver.save(mesh, filename)
[/gdscript]
[csharp]
using Godot;
@ -103,7 +103,7 @@
var mesh = new ArrayMesh();
// Fill the Mesh with data read in "file", left as an exercise to the reader.
String filename = savePath + "." + GetSaveExtension();
return (int)ResourceSaver.Save(filename, mesh);
return (int)ResourceSaver.Save(mesh, filename);
}
}
[/csharp]

View file

@ -41,7 +41,7 @@
# Only `node` and `body` are now packed.
var result = scene.pack(node)
if result == OK:
var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..."
if error != OK:
push_error("An error occurred while saving the scene to disk.")
[/gdscript]
@ -63,7 +63,7 @@
Error result = scene.Pack(node);
if (result == Error.Ok)
{
Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
if (error != Error.Ok)
{
GD.PushError("An error occurred while saving the scene to disk.");