Fix VisibilityEnabler2D behavior on start

This commit is contained in:
Tomasz Chabora 2019-09-03 20:22:22 +02:00
parent 6c74f38f0b
commit d0c5d91032
1 changed files with 13 additions and 4 deletions

View File

@ -252,10 +252,19 @@ void VisibilityEnabler2D::_notification(int p_what) {
_find_nodes(from);
if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent())
get_parent()->set_physics_process(false);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(false);
// We need to defer the call of set_process and set_physics_process,
// otherwise they are overwritten inside NOTIFICATION_READY.
// We can't use call_deferred, because it happens after a physics frame.
// The ready signal works as it's emitted immediately after NOTIFICATION_READY.
if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) {
get_parent()->connect(SceneStringNames::get_singleton()->ready,
callable_mp(get_parent(), &Node::set_physics_process), varray(false), CONNECT_ONESHOT);
}
if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) {
get_parent()->connect(SceneStringNames::get_singleton()->ready,
callable_mp(get_parent(), &Node::set_process), varray(false), CONNECT_ONESHOT);
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {