Try and show all the properties added with _get_property_list() when triggering completion.

Closes https://github.com/godotengine/godot/issues/25097
This commit is contained in:
MrCdK 2019-04-17 13:06:28 +02:00
parent 5323d24fad
commit 9e9c16c1e5

View file

@ -1936,9 +1936,18 @@ static void _find_identifiers_in_base(const GDScriptCompletionContext &p_context
Ref<GDScript> script = base_type.script_type;
if (script.is_valid()) {
if (!_static && !p_only_functions) {
for (const Set<StringName>::Element *E = script->get_members().front(); E; E = E->next()) {
ScriptCodeCompletionOption option(E->get().operator String(), ScriptCodeCompletionOption::KIND_MEMBER);
r_result.insert(option.display, option);
if (p_context.base && p_context.base->get_script_instance()) {
List<PropertyInfo> members;
p_context.base->get_script_instance()->get_property_list(&members);
for (List<PropertyInfo>::Element *E = members.front(); E; E = E->next()) {
ScriptCodeCompletionOption option(E->get().name, ScriptCodeCompletionOption::KIND_MEMBER);
r_result.insert(option.display, option);
}
} else {
for (const Set<StringName>::Element *E = script->get_members().front(); E; E = E->next()) {
ScriptCodeCompletionOption option(E->get().operator String(), ScriptCodeCompletionOption::KIND_MEMBER);
r_result.insert(option.display, option);
}
}
}
if (!p_only_functions) {