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-rw-r--r--editor/plugins/bone_map_editor_plugin.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/editor/plugins/bone_map_editor_plugin.cpp b/editor/plugins/bone_map_editor_plugin.cpp
index 3256b90aba..d8c020eb29 100644
--- a/editor/plugins/bone_map_editor_plugin.cpp
+++ b/editor/plugins/bone_map_editor_plugin.cpp
@@ -136,7 +136,7 @@ void BoneMapperItem::_open_picker() {
emit_signal(SNAME("pick"), profile_bone_name);
}
-void BoneMapperItem::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
+void BoneMapperItem::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
bone_map->set(p_property, p_value);
}
@@ -534,12 +534,12 @@ void BoneMapper::_clear_mapping_current_group() {
}
#ifdef MODULE_REGEX_ENABLED
-bool BoneMapper::is_match_with_bone_name(String p_bone_name, String p_word) {
+bool BoneMapper::is_match_with_bone_name(const String &p_bone_name, const String &p_word) {
RegEx re = RegEx(p_word);
return !re.search(p_bone_name.to_lower()).is_null();
}
-int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_picklist, BoneSegregation p_segregation, int p_parent, int p_child, int p_children_count) {
+int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, const Vector<String> &p_picklist, BoneSegregation p_segregation, int p_parent, int p_child, int p_children_count) {
// There may be multiple candidates hit by existing the subsidiary bone.
// The one with the shortest name is probably the original.
LocalVector<String> hit_list;
@@ -617,7 +617,7 @@ int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_pic
return skeleton->find_bone(shortest);
}
-BoneMapper::BoneSegregation BoneMapper::guess_bone_segregation(String p_bone_name) {
+BoneMapper::BoneSegregation BoneMapper::guess_bone_segregation(const String &p_bone_name) {
String fixed_bn = p_bone_name.to_snake_case();
LocalVector<String> left_words;
@@ -1279,12 +1279,12 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
}
#endif // MODULE_REGEX_ENABLED
-void BoneMapper::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
+void BoneMapper::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
set(p_property, p_value);
recreate_editor();
}
-void BoneMapper::_profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
+void BoneMapper::_profile_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
bone_map->set(p_property, p_value);
// Run auto mapping when setting SkeletonProfileHumanoid by GUI Editor.