Fix clearing scripts while multiple nodes are selected
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4dd99701b0
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@ -377,7 +377,7 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
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} break;
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case TOOL_CLEAR_SCRIPT: {
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List<Node *> selection = editor_selection->get_selected_node_list();
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Array selection = editor_selection->get_selected_nodes();
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if (selection.empty())
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return;
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@ -385,13 +385,14 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
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editor_data->get_undo_redo().create_action(TTR("Clear Script"));
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editor_data->get_undo_redo().add_do_method(editor, "push_item", (Script *)NULL);
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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for (int i = 0; i < selection.size(); i++) {
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Ref<Script> existing = E->get()->get_script();
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Node *n = Object::cast_to<Node>(selection[i]);
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Ref<Script> existing = n->get_script();
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if (existing.is_valid()) {
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const RefPtr empty;
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editor_data->get_undo_redo().add_do_method(E->get(), "set_script", empty);
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editor_data->get_undo_redo().add_undo_method(E->get(), "set_script", existing);
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editor_data->get_undo_redo().add_do_method(n, "set_script", empty);
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editor_data->get_undo_redo().add_undo_method(n, "set_script", existing);
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}
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}
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@ -1653,9 +1654,9 @@ void SceneTreeDock::_update_script_button() {
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}
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} else {
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button_create_script->show();
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List<Node *> selection = EditorNode::get_singleton()->get_editor_selection()->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Node *n = E->get();
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Array selection = editor_selection->get_selected_nodes();
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for (int i = 0; i < selection.size(); i++) {
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Node *n = Object::cast_to<Node>(selection[i]);
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if (!n->get_script().is_null()) {
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button_clear_script->show();
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return;
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