Fixes #71243. Resources that have local_to_scene enabled now properly work inside arrays and dictionaries.
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107f2961cc
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07b011aec7
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@ -327,35 +327,16 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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//handle resources that are local to scene by duplicating them if needed
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Ref<Resource> res = value;
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if (res.is_valid()) {
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if (res->is_local_to_scene()) {
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if (n.instance >= 0) { // For the root node of a sub-scene, treat it as part of the sub-scene.
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value = get_remap_resource(res, resources_local_to_sub_scene, node->get(snames[nprops[j].name]), node);
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} else {
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HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = resources_local_to_scene.find(res);
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Node *base = i == 0 ? node : ret_nodes[0];
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if (E) {
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value = E->value;
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} else {
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if (p_edit_state == GEN_EDIT_STATE_MAIN) {
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//for the main scene, use the resource as is
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res->configure_for_local_scene(base, resources_local_to_scene);
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resources_local_to_scene[res] = res;
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} else {
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//for instances, a copy must be made
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Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, resources_local_to_scene);
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resources_local_to_scene[res] = local_dupe;
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value = local_dupe;
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}
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}
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}
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//must make a copy, because this res is local to scene
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}
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value = make_local_resource(value, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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}
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}
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if (value.get_type() == Variant::ARRAY) {
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Array set_array = value;
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value = setup_resources_in_array(set_array, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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bool is_get_valid = false;
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Variant get_value = node->get(snames[nprops[j].name], &is_get_valid);
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if (is_get_valid && get_value.get_type() == Variant::ARRAY) {
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Array get_array = get_value;
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if (!set_array.is_same_typed(get_array)) {
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@ -363,8 +344,26 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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}
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}
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}
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if (p_edit_state == GEN_EDIT_STATE_INSTANCE && value.get_type() != Variant::OBJECT) {
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value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor
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if (value.get_type() == Variant::DICTIONARY) {
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Dictionary dictionary = value;
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const Array keys = dictionary.keys();
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const Array values = dictionary.values();
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if (has_local_resource(values) || has_local_resource(keys)) {
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Array duplicated_keys = keys.duplicate(true);
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Array duplicated_values = values.duplicate(true);
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duplicated_keys = setup_resources_in_array(duplicated_keys, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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duplicated_values = setup_resources_in_array(duplicated_values, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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dictionary.clear();
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for (int dictionary_index = 0; dictionary_index < keys.size(); dictionary_index++) {
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dictionary[duplicated_keys[dictionary_index]] = duplicated_values[dictionary_index];
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}
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value = dictionary;
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}
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}
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bool set_valid = true;
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@ -379,6 +378,9 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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if (set_valid) {
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node->set(snames[nprops[j].name], value, &valid);
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}
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if (p_edit_state == GEN_EDIT_STATE_INSTANCE && value.get_type() != Variant::OBJECT) {
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value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor.
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}
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}
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}
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if (!missing_resource_properties.is_empty()) {
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@ -566,6 +568,50 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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return ret_nodes[0];
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}
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Variant SceneState::make_local_resource(Variant &p_value, const SceneState::NodeData &p_node_data, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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Ref<Resource> res = p_value;
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if (res.is_null() || !res->is_local_to_scene()) {
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return p_value;
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}
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if (p_node_data.instance >= 0) { // For the root node of a sub-scene, treat it as part of the sub-scene.
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return get_remap_resource(res, p_resources_local_to_sub_scene, p_node->get(p_sname), p_node);
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} else {
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HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = p_resources_local_to_scene.find(res);
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Node *base = p_i == 0 ? p_node : p_ret_nodes[0];
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if (E) {
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return E->value;
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} else if (p_edit_state == GEN_EDIT_STATE_MAIN) { // For the main scene, use the resource as is
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res->configure_for_local_scene(base, p_resources_local_to_scene);
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p_resources_local_to_scene[res] = res;
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return res;
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} else { // For instances, a copy must be made.
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Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, p_resources_local_to_scene);
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p_resources_local_to_scene[res] = local_dupe;
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return local_dupe;
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}
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}
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}
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Array SceneState::setup_resources_in_array(Array &p_array_to_scan, const SceneState::NodeData &p_n, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
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for (int i = 0; i < p_array_to_scan.size(); i++) {
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if (p_array_to_scan[i].get_type() == Variant::OBJECT) {
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p_array_to_scan[i] = make_local_resource(p_array_to_scan[i], p_n, p_resources_local_to_sub_scene, p_node, p_sname, p_resources_local_to_scene, p_i, p_ret_nodes, p_edit_state);
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}
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}
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return p_array_to_scan;
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}
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bool SceneState::has_local_resource(const Array &p_array) const {
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for (int i = 0; i < p_array.size(); i++) {
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Ref<Resource> res = p_array[i];
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if (res.is_valid() && res->is_local_to_scene()) {
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return true;
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}
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}
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return false;
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}
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static int _nm_get_string(const String &p_string, HashMap<StringName, int> &name_map) {
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if (name_map.has(p_string)) {
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return name_map[p_string];
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@ -730,8 +776,18 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Has
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if (!pinned_props.has(name)) {
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bool is_valid_default = false;
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Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true);
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if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) {
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continue;
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if (value.get_type() == Variant::ARRAY && has_local_resource(value)) {
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// Save anyway
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} else if (value.get_type() == Variant::DICTIONARY) {
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Dictionary dictionary = value;
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if (!has_local_resource(dictionary.values()) && !has_local_resource(dictionary.keys())) {
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continue;
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}
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} else {
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continue;
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}
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}
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}
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@ -157,6 +157,10 @@ public:
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bool can_instantiate() const;
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Node *instantiate(GenEditState p_edit_state) const;
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Array setup_resources_in_array(Array &array_to_scan, const SceneState::NodeData &n, HashMap<Ref<Resource>, Ref<Resource>> &resources_local_to_sub_scene, Node *node, const StringName sname, HashMap<Ref<Resource>, Ref<Resource>> &resources_local_to_scene, int i, Node **ret_nodes, SceneState::GenEditState p_edit_state) const;
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Variant make_local_resource(Variant &value, const SceneState::NodeData &p_node_data, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const;
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bool has_local_resource(const Array &p_array) const;
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Ref<SceneState> get_base_scene_state() const;
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void update_instance_resource(String p_path, Ref<PackedScene> p_packed_scene);
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