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Merge pull request #88403 from Mickeon/VisibleOnScreenNotifier-is-differently-abled
Allow VisibleOnScreenNotifier2D/3D to have empty `enable_node_path`
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commit
cde454434f
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@ -15,7 +15,7 @@
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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].
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</member>
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<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath("..")">
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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.
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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.
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</member>
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</members>
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<constants>
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@ -15,7 +15,7 @@
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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].
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</member>
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<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath("..")">
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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.
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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.
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</member>
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</members>
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<constants>
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@ -138,6 +138,10 @@ void VisibleOnScreenEnabler2D::set_enable_node_path(NodePath p_path) {
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return;
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}
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enable_node_path = p_path;
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if (enable_node_path.is_empty()) {
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node_id = ObjectID();
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return;
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}
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
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node_id = ObjectID();
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Node *node = get_node(enable_node_path);
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@ -177,8 +181,11 @@ void VisibleOnScreenEnabler2D::_notification(int p_what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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node_id = ObjectID();
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if (enable_node_path.is_empty()) {
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return;
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}
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Node *node = get_node(enable_node_path);
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if (node) {
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node_id = node->get_instance_id();
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@ -138,6 +138,10 @@ void VisibleOnScreenEnabler3D::set_enable_node_path(NodePath p_path) {
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return;
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}
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enable_node_path = p_path;
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if (enable_node_path.is_empty()) {
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node_id = ObjectID();
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return;
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}
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
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node_id = ObjectID();
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Node *node = get_node(enable_node_path);
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@ -177,8 +181,11 @@ void VisibleOnScreenEnabler3D::_notification(int p_what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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node_id = ObjectID();
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if (enable_node_path.is_empty()) {
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return;
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}
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Node *node = get_node(enable_node_path);
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if (node) {
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node_id = node->get_instance_id();
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