Fix clearing scripts while multiple nodes are selected

This commit is contained in:
Michael Alexsander Silva Dias 2019-03-06 03:11:02 -03:00
parent 4dd99701b0
commit d3042d162d
1 changed files with 9 additions and 8 deletions

View File

@ -377,7 +377,7 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
} break;
case TOOL_CLEAR_SCRIPT: {
List<Node *> selection = editor_selection->get_selected_node_list();
Array selection = editor_selection->get_selected_nodes();
if (selection.empty())
return;
@ -385,13 +385,14 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
editor_data->get_undo_redo().create_action(TTR("Clear Script"));
editor_data->get_undo_redo().add_do_method(editor, "push_item", (Script *)NULL);
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
for (int i = 0; i < selection.size(); i++) {
Ref<Script> existing = E->get()->get_script();
Node *n = Object::cast_to<Node>(selection[i]);
Ref<Script> existing = n->get_script();
if (existing.is_valid()) {
const RefPtr empty;
editor_data->get_undo_redo().add_do_method(E->get(), "set_script", empty);
editor_data->get_undo_redo().add_undo_method(E->get(), "set_script", existing);
editor_data->get_undo_redo().add_do_method(n, "set_script", empty);
editor_data->get_undo_redo().add_undo_method(n, "set_script", existing);
}
}
@ -1653,9 +1654,9 @@ void SceneTreeDock::_update_script_button() {
}
} else {
button_create_script->show();
List<Node *> selection = EditorNode::get_singleton()->get_editor_selection()->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node *n = E->get();
Array selection = editor_selection->get_selected_nodes();
for (int i = 0; i < selection.size(); i++) {
Node *n = Object::cast_to<Node>(selection[i]);
if (!n->get_script().is_null()) {
button_clear_script->show();
return;