Allow VisibleOnScreenNotifier2D/3D to have empty enable_node_path

This commit is contained in:
Micky 2024-02-16 15:43:19 +01:00
parent a9bb8509f2
commit 445b1e9c5f
4 changed files with 18 additions and 4 deletions

View file

@ -15,7 +15,7 @@
Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].
</member>
<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath(&quot;..&quot;)">
The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside the scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is invalid, an error will be printed in the editor and no node will be affected.
The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside the scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
</member>
</members>
<constants>

View file

@ -15,7 +15,7 @@
Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].
</member>
<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath(&quot;..&quot;)">
The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler3D] is inside the scene tree) and every time the [VisibleOnScreenEnabler3D] enters the scene tree. If the path is invalid, an error will be printed in the editor and no node will be affected.
The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler3D] is inside the scene tree) and every time the [VisibleOnScreenEnabler3D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
</member>
</members>
<constants>

View file

@ -138,6 +138,10 @@ void VisibleOnScreenEnabler2D::set_enable_node_path(NodePath p_path) {
return;
}
enable_node_path = p_path;
if (enable_node_path.is_empty()) {
node_id = ObjectID();
return;
}
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
node_id = ObjectID();
Node *node = get_node(enable_node_path);
@ -177,8 +181,11 @@ void VisibleOnScreenEnabler2D::_notification(int p_what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
node_id = ObjectID();
if (enable_node_path.is_empty()) {
return;
}
Node *node = get_node(enable_node_path);
if (node) {
node_id = node->get_instance_id();

View file

@ -138,6 +138,10 @@ void VisibleOnScreenEnabler3D::set_enable_node_path(NodePath p_path) {
return;
}
enable_node_path = p_path;
if (enable_node_path.is_empty()) {
node_id = ObjectID();
return;
}
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
node_id = ObjectID();
Node *node = get_node(enable_node_path);
@ -177,8 +181,11 @@ void VisibleOnScreenEnabler3D::_notification(int p_what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
node_id = ObjectID();
if (enable_node_path.is_empty()) {
return;
}
Node *node = get_node(enable_node_path);
if (node) {
node_id = node->get_instance_id();