[MP] Fix MultiplayerSpawner not connecting to child_entered_tree.

The connection used to happen during enter_tree, but this was causing
issues when setting the spawnable scenes from code.

The spawner now connects/disconnects to the signal during
add_spawnable_scene/clear_spawnable_scenes if the node is inside tree
and has a valid spawn_path.
This commit is contained in:
Fabio Alessandrelli 2023-02-12 15:15:10 +01:00
parent 3fcd989972
commit a77820ade0
1 changed files with 18 additions and 0 deletions

View File

@ -103,6 +103,15 @@ void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
ERR_FAIL_COND(!FileAccess::exists(p_path));
}
spawnable_scenes.push_back(sc);
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
Node *node = get_spawn_node();
if (spawnable_scenes.size() == 1 && node && !node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
}
int MultiplayerSpawner::get_spawnable_scene_count() const {
@ -116,6 +125,15 @@ String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
void MultiplayerSpawner::clear_spawnable_scenes() {
spawnable_scenes.clear();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
Node *node = get_spawn_node();
if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
}
}
Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {