Fix node property duplication

This commit is contained in:
warriormaster12 2023-10-14 19:55:50 +03:00
parent 06d5189167
commit de1dc6c8d4
2 changed files with 77 additions and 38 deletions

View file

@ -2515,44 +2515,6 @@ Node *Node::_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap) c
}
}
for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
Node *current_node = node->get_node(get_path_to(N->get()));
ERR_CONTINUE(!current_node);
if (p_flags & DUPLICATE_SCRIPTS) {
bool is_valid = false;
Variant scr = N->get()->get(script_property_name, &is_valid);
if (is_valid) {
current_node->set(script_property_name, scr);
}
}
List<PropertyInfo> plist;
N->get()->get_property_list(&plist);
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
String name = E.name;
if (name == script_property_name) {
continue;
}
Variant value = N->get()->get(name).duplicate(true);
if (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE) {
Resource *res = Object::cast_to<Resource>(value);
if (res) { // Duplicate only if it's a resource
current_node->set(name, res->duplicate());
}
} else {
current_node->set(name, value);
}
}
}
if (get_name() != String()) {
node->set_name(get_name());
}
@ -2618,6 +2580,62 @@ Node *Node::_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap) c
}
}
for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
Node *current_node = node->get_node(get_path_to(N->get()));
ERR_CONTINUE(!current_node);
if (p_flags & DUPLICATE_SCRIPTS) {
bool is_valid = false;
Variant scr = N->get()->get(script_property_name, &is_valid);
if (is_valid) {
current_node->set(script_property_name, scr);
}
}
List<PropertyInfo> plist;
N->get()->get_property_list(&plist);
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
String name = E.name;
if (name == script_property_name) {
continue;
}
Variant value = N->get()->get(name).duplicate(true);
if (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE) {
Resource *res = Object::cast_to<Resource>(value);
if (res) { // Duplicate only if it's a resource
current_node->set(name, res->duplicate());
}
} else {
// If property points to a node which is owned by a node we are duplicating, update its path.
if (value.get_type() == Variant::OBJECT) {
Node *property_node = Object::cast_to<Node>(value);
if (property_node && is_ancestor_of(property_node)) {
value = current_node->get_node_or_null(get_path_to(property_node));
}
} else if (value.get_type() == Variant::ARRAY) {
Array arr = value;
if (arr.get_typed_builtin() == Variant::OBJECT) {
for (int i = 0; i < arr.size(); i++) {
Node *property_node = Object::cast_to<Node>(arr[i]);
if (property_node && is_ancestor_of(property_node)) {
arr[i] = current_node->get_node_or_null(get_path_to(property_node));
}
}
value = arr;
}
}
current_node->set(name, value);
}
}
}
return node;
}

View file

@ -74,10 +74,31 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
const SceneState::PackState &ia = states_stack[i];
bool found = false;
Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
const Vector<String> &deferred_properties = ia.state->get_node_deferred_nodepath_properties(ia.node);
if (found) {
if (r_is_valid) {
*r_is_valid = true;
}
// Replace properties stored as NodePaths with actual Nodes.
// Otherwise, the property value would be considered as overridden.
if (deferred_properties.has(p_property)) {
if (value_in_ancestor.get_type() == Variant::ARRAY) {
Array paths = value_in_ancestor;
bool valid = false;
Array array = node->get(p_property, &valid);
ERR_CONTINUE(!valid);
array = array.duplicate();
array.resize(paths.size());
for (int j = 0; j < array.size(); j++) {
array.set(j, node->get_node_or_null(paths[j]));
}
value_in_ancestor = array;
} else {
value_in_ancestor = node->get_node_or_null(value_in_ancestor);
}
}
return value_in_ancestor;
}
// Save script for later