Handling NodePaths in in-place Editor for Resources

This commit is contained in:
David Sichma 2018-10-25 14:31:59 +02:00
parent 81c2ed61f6
commit 4e9c411229

View File

@ -1802,8 +1802,13 @@ void EditorPropertyNodePath::_node_selected(const NodePath &p_path) {
NodePath path = p_path;
Node *base_node = Object::cast_to<Node>(get_edited_object());
if (base_node == NULL && get_edited_object()->has_method("get_root_path")) {
base_node = get_edited_object()->call("get_root_path");
if (base_node == NULL) {
if (Object::cast_to<Resource>(get_edited_object())) {
Node *to_node = get_node(p_path);
path = get_tree()->get_edited_scene_root()->get_path_to(to_node);
} else if (get_edited_object()->has_method("get_root_path")) {
base_node = get_edited_object()->call("get_root_path");
}
}
if (base_node) { // for AnimationTrackKeyEdit
path = base_node->get_path().rel_path_to(p_path);