Fix visibility enabler flag toggling
(cherry picked from commit 2ccd1a7805
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@ -5,6 +5,7 @@
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</brief_description>
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<description>
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The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself.
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Note that VisibilityEnabler will not affect nodes added after scene initialization.
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</description>
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<tutorials>
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</tutorials>
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@ -5,6 +5,7 @@
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</brief_description>
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<description>
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The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself.
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Note that VisibilityEnabler2D will not affect nodes added after scene initialization.
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</description>
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<tutorials>
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</tutorials>
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@ -188,8 +188,7 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) {
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bool add = false;
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Variant meta;
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if (enabler[ENABLER_FREEZE_BODIES]) {
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{
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RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node);
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if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) {
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@ -198,24 +197,21 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) {
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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{
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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add = true;
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
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{
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AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
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if (as) {
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add = true;
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}
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}
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if (enabler[ENABLER_PAUSE_PARTICLES]) {
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{
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Particles2D *ps = Object::cast_to<Particles2D>(p_node);
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if (ps) {
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add = true;
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@ -278,7 +274,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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{
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody2D *rb = Object::cast_to<RigidBody2D>(p_node);
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if (rb) {
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@ -286,7 +282,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
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}
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}
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{
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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@ -294,7 +290,8 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
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ap->set_active(p_enabled);
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}
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}
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{
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if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
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AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
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if (as) {
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@ -306,7 +303,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
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}
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}
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{
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if (enabler[ENABLER_PAUSE_PARTICLES]) {
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Particles2D *ps = Object::cast_to<Particles2D>(p_node);
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if (ps) {
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@ -150,8 +150,7 @@ void VisibilityEnabler::_find_nodes(Node *p_node) {
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bool add = false;
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Variant meta;
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if (enabler[ENABLER_FREEZE_BODIES]) {
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{
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) {
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@ -160,8 +159,7 @@ void VisibilityEnabler::_find_nodes(Node *p_node) {
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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{
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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add = true;
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@ -219,14 +217,14 @@ void VisibilityEnabler::_change_node_state(Node *p_node, bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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{
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb)
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rb->set_sleeping(!p_enabled);
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}
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{
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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