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-rw-r--r--scene/main/instance_placeholder.cpp131
-rw-r--r--scene/main/instance_placeholder.h4
-rw-r--r--scene/resources/packed_scene.cpp10
3 files changed, 137 insertions, 8 deletions
diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp
index fe23ca1800..f36bbe9395 100644
--- a/scene/main/instance_placeholder.cpp
+++ b/scene/main/instance_placeholder.cpp
@@ -88,16 +88,16 @@ Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene
if (!ps.is_valid()) {
return nullptr;
}
- Node *scene = ps->instantiate();
- if (!scene) {
+ Node *instance = ps->instantiate();
+ if (!instance) {
return nullptr;
}
- scene->set_name(get_name());
- scene->set_multiplayer_authority(get_multiplayer_authority());
+ instance->set_name(get_name());
+ instance->set_multiplayer_authority(get_multiplayer_authority());
int pos = get_index();
for (const PropSet &E : stored_values) {
- scene->set(E.name, E.value);
+ set_value_on_instance(this, instance, E);
}
if (p_replace) {
@@ -105,10 +105,125 @@ Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene
base->remove_child(this);
}
- base->add_child(scene);
- base->move_child(scene, pos);
+ base->add_child(instance);
+ base->move_child(instance, pos);
- return scene;
+ return instance;
+}
+
+// This method will attempt to set the correct values on the placeholder instance
+// for regular types this is trivial and unnecessary.
+// For nodes however this becomes a bit tricky because they might now have existed until the instantiation,
+// so this method will try to find the correct nodes and resolve them.
+void InstancePlaceholder::set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set) {
+ bool is_valid;
+
+ // If we don't have any info, we can't do anything,
+ // so try setting the value directly.
+ Variant current = p_instance->get(p_set.name, &is_valid);
+ if (!is_valid) {
+ p_instance->set(p_set.name, p_set.value, &is_valid);
+ return;
+ }
+
+ Variant::Type current_type = current.get_type();
+ Variant::Type placeholder_type = p_set.value.get_type();
+
+ // Arrays are a special case, because their containing type might be different.
+ if (current_type != Variant::Type::ARRAY) {
+ // Check if the variant types match.
+ if (Variant::evaluate(Variant::OP_EQUAL, current_type, placeholder_type)) {
+ p_instance->set(p_set.name, p_set.value, &is_valid);
+ if (is_valid) {
+ return;
+ }
+ // Types match but setting failed? This is strange, so let's print a warning!
+ WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
+ return;
+ }
+ } else {
+ // We are dealing with an Array.
+ // Let's check if the subtype of the array matches first.
+ // This is needed because the set method of ScriptInstance checks for type,
+ // but the ClassDB set method doesn't! So we cannot reliably know what actually happens.
+ Array current_array = current;
+ Array placeholder_array = p_set.value;
+ if (current_array.is_same_typed(placeholder_array)) {
+ p_instance->set(p_set.name, p_set.value, &is_valid);
+ if (is_valid) {
+ return;
+ }
+ // Internal array types match but setting failed? This is strange, so let's print a warning!
+ WARN_PRINT(vformat("Array Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(Variant::Type(current_array.get_typed_builtin())), p_placeholder->get_name()));
+ }
+ // Arrays are not the same internal type. This should be happening because we have a NodePath Array,
+ // but the instance wants a Node Array.
+ }
+
+ switch (current_type) {
+ case Variant::Type::NIL:
+ if (placeholder_type != Variant::Type::NODE_PATH) {
+ break;
+ }
+ // If it's nil but we have a NodePath, we guess what works.
+
+ p_instance->set(p_set.name, p_set.value, &is_valid);
+ if (is_valid) {
+ break;
+ }
+
+ p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value), &is_valid);
+ break;
+ case Variant::Type::OBJECT:
+ if (placeholder_type != Variant::Type::NODE_PATH) {
+ break;
+ }
+ // Easiest case, we want a node, but we have a deferred NodePath.
+ p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value));
+ break;
+ case Variant::Type::ARRAY: {
+ // If we have reached here it means our array types don't match,
+ // so we will convert the placeholder array into the correct type
+ // and resolve nodes if necessary.
+ Array current_array = current;
+ Array converted_array;
+ Array placeholder_array = p_set.value;
+ converted_array = current_array.duplicate();
+ converted_array.resize(placeholder_array.size());
+
+ if (Variant::evaluate(Variant::OP_EQUAL, current_array.get_typed_builtin(), Variant::Type::NODE_PATH)) {
+ // We want a typed NodePath array.
+ for (int i = 0; i < placeholder_array.size(); i++) {
+ converted_array.set(i, placeholder_array[i]);
+ }
+ } else {
+ // We want Nodes, convert NodePaths.
+ for (int i = 0; i < placeholder_array.size(); i++) {
+ converted_array.set(i, try_get_node(p_placeholder, p_instance, placeholder_array[i]));
+ }
+ }
+
+ p_instance->set(p_set.name, converted_array, &is_valid);
+ if (!is_valid) {
+ WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
+ }
+ break;
+ }
+ default:
+ WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
+ break;
+ }
+}
+
+Node *InstancePlaceholder::try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path) {
+ // First try to resolve internally,
+ // if that fails try resolving externally.
+ Node *node = p_instance->get_node_or_null(p_path);
+ if (node == nullptr) {
+ node = p_placeholder->get_node_or_null(p_path);
+ }
+
+ return node;
}
Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
diff --git a/scene/main/instance_placeholder.h b/scene/main/instance_placeholder.h
index 480474d0bd..ccf1e63a16 100644
--- a/scene/main/instance_placeholder.h
+++ b/scene/main/instance_placeholder.h
@@ -46,6 +46,10 @@ class InstancePlaceholder : public Node {
List<PropSet> stored_values;
+private:
+ void set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set);
+ Node *try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path);
+
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 5e50b9a240..0c57c6b7ba 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -314,6 +314,16 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
ERR_FAIL_INDEX_V(nprops[j].value, prop_count, nullptr);
if (nprops[j].name & FLAG_PATH_PROPERTY_IS_NODE) {
+ if (!Engine::get_singleton()->is_editor_hint() && node->get_scene_instance_load_placeholder()) {
+ // We cannot know if the referenced nodes exist yet, so instead of deferring, we write the NodePaths directly.
+
+ uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
+ ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);
+
+ node->set(snames[name_idx], props[nprops[j].value], &valid);
+ continue;
+ }
+
uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);