Improve autoload inheritance error message

Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes #59884.
This commit is contained in:
Jason Yundt 2022-04-04 13:55:41 -04:00
parent 53317bbe14
commit 1cc7e7ec33
3 changed files with 3 additions and 3 deletions

View file

@ -406,7 +406,7 @@ Node *EditorAutoloadSettings::_create_autoload(const String &p_path) {
} else if (script.is_valid()) {
StringName ibt = script->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_FAIL_COND_V_MSG(!valid_type, nullptr, "Script does not inherit a Node: " + p_path + ".");
ERR_FAIL_COND_V_MSG(!valid_type, nullptr, "Script does not inherit from Node: " + p_path + ".");
Object *obj = ClassDB::instantiate(ibt);

View file

@ -2336,7 +2336,7 @@ bool Main::start() {
} else if (script_res.is_valid()) {
StringName ibt = script_res->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + info.path);
Object *obj = ClassDB::instantiate(ibt);

View file

@ -80,7 +80,7 @@ void init_autoloads() {
} else if (script.is_valid()) {
StringName ibt = script->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + info.path);
Object *obj = ClassDB::instantiate(ibt);