Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.
Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.
Fixes #59884.
(cherry picked from commit 1cc7e7ec33
)
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@ -361,7 +361,7 @@ Node *EditorAutoloadSettings::_create_autoload(const String &p_path) {
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Ref<Script> s = res;
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StringName ibt = s->get_instance_base_type();
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bool valid_type = ClassDB::is_parent_class(ibt, "Node");
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ERR_FAIL_COND_V_MSG(!valid_type, nullptr, "Script does not inherit a Node: " + p_path + ".");
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ERR_FAIL_COND_V_MSG(!valid_type, nullptr, "Script does not inherit from Node: " + p_path + ".");
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Object *obj = ClassDB::instance(ibt);
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@ -1901,7 +1901,7 @@ bool Main::start() {
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Ref<Script> script_res = res;
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StringName ibt = script_res->get_instance_base_type();
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bool valid_type = ClassDB::is_parent_class(ibt, "Node");
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + path);
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + path);
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Object *obj = ClassDB::instance(ibt);
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