initial commit, 4.5 stable
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This commit is contained in:
257
scene/main/instance_placeholder.cpp
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257
scene/main/instance_placeholder.cpp
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/**************************************************************************/
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/* instance_placeholder.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "instance_placeholder.h"
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#include "core/io/resource_loader.h"
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#include "scene/resources/packed_scene.h"
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bool InstancePlaceholder::_set(const StringName &p_name, const Variant &p_value) {
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PropSet ps;
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ps.name = p_name;
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ps.value = p_value;
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stored_values.push_back(ps);
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return true;
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}
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bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const {
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for (const PropSet &E : stored_values) {
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if (E.name == p_name) {
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r_ret = E.value;
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return true;
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}
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}
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return false;
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}
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void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {
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for (const PropSet &E : stored_values) {
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PropertyInfo pi;
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pi.name = E.name;
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pi.type = E.value.get_type();
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pi.usage = PROPERTY_USAGE_STORAGE;
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p_list->push_back(pi);
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}
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}
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void InstancePlaceholder::set_instance_path(const String &p_name) {
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path = p_name;
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}
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String InstancePlaceholder::get_instance_path() const {
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return path;
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}
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Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
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ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
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Node *base = get_parent();
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if (!base) {
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return nullptr;
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}
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Ref<PackedScene> ps;
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if (p_custom_scene.is_valid()) {
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ps = p_custom_scene;
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} else {
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ps = ResourceLoader::load(path, "PackedScene");
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}
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if (ps.is_null()) {
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return nullptr;
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}
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Node *instance = ps->instantiate();
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if (!instance) {
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return nullptr;
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}
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instance->set_name(get_name());
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instance->set_multiplayer_authority(get_multiplayer_authority());
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int pos = get_index();
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for (const PropSet &E : stored_values) {
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set_value_on_instance(this, instance, E);
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}
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if (p_replace) {
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queue_free();
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base->remove_child(this);
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}
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base->add_child(instance);
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base->move_child(instance, pos);
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return instance;
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}
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// This method will attempt to set the correct values on the placeholder instance
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// for regular types this is trivial and unnecessary.
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// For nodes however this becomes a bit tricky because they might now have existed until the instantiation,
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// so this method will try to find the correct nodes and resolve them.
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void InstancePlaceholder::set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set) {
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bool is_valid;
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// If we don't have any info, we can't do anything,
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// so try setting the value directly.
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Variant current = p_instance->get(p_set.name, &is_valid);
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if (!is_valid) {
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p_instance->set(p_set.name, p_set.value, &is_valid);
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return;
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}
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Variant::Type current_type = current.get_type();
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Variant::Type placeholder_type = p_set.value.get_type();
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// Arrays are a special case, because their containing type might be different.
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if (current_type != Variant::Type::ARRAY) {
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// Check if the variant types match.
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if (Variant::evaluate(Variant::OP_EQUAL, current_type, placeholder_type)) {
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p_instance->set(p_set.name, p_set.value, &is_valid);
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if (is_valid) {
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return;
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}
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// Types match but setting failed? This is strange, so let's print a warning!
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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()));
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return;
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}
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} else {
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// We are dealing with an Array.
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// Let's check if the subtype of the array matches first.
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// This is needed because the set method of ScriptInstance checks for type,
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// but the ClassDB set method doesn't! So we cannot reliably know what actually happens.
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Array current_array = current;
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Array placeholder_array = p_set.value;
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if (current_array.is_same_typed(placeholder_array)) {
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p_instance->set(p_set.name, p_set.value, &is_valid);
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if (is_valid) {
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return;
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}
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// Internal array types match but setting failed? This is strange, so let's print a warning!
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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()));
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}
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// Arrays are not the same internal type. This should be happening because we have a NodePath Array,
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// but the instance wants a Node Array.
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}
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switch (current_type) {
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case Variant::Type::NIL: {
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Ref<Resource> resource = p_set.value;
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if (placeholder_type != Variant::Type::NODE_PATH && resource.is_null()) {
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break;
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}
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// If it's nil but we have a NodePath or a Resource, we guess what works.
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p_instance->set(p_set.name, p_set.value, &is_valid);
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if (is_valid) {
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break;
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}
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p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value), &is_valid);
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break;
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}
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case Variant::Type::OBJECT: {
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if (placeholder_type != Variant::Type::NODE_PATH) {
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break;
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}
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// Easiest case, we want a node, but we have a deferred NodePath.
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p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value));
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break;
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}
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case Variant::Type::ARRAY: {
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// If we have reached here it means our array types don't match,
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// so we will convert the placeholder array into the correct type
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// and resolve nodes if necessary.
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Array current_array = current;
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Array converted_array;
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Array placeholder_array = p_set.value;
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converted_array = current_array.duplicate();
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converted_array.resize(placeholder_array.size());
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if (Variant::evaluate(Variant::OP_EQUAL, current_array.get_typed_builtin(), Variant::Type::NODE_PATH)) {
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// We want a typed NodePath array.
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for (int i = 0; i < placeholder_array.size(); i++) {
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converted_array.set(i, placeholder_array[i]);
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}
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} else {
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// We want Nodes, convert NodePaths.
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for (int i = 0; i < placeholder_array.size(); i++) {
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converted_array.set(i, try_get_node(p_placeholder, p_instance, placeholder_array[i]));
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}
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}
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p_instance->set(p_set.name, converted_array, &is_valid);
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if (!is_valid) {
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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()));
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}
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break;
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}
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default: {
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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()));
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break;
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}
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}
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}
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Node *InstancePlaceholder::try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path) {
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// First try to resolve internally,
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// if that fails try resolving externally.
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Node *node = p_instance->get_node_or_null(p_path);
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if (node == nullptr) {
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node = p_placeholder->get_node_or_null(p_path);
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}
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return node;
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}
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Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
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Dictionary ret;
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PackedStringArray order;
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for (const PropSet &E : stored_values) {
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ret[E.name] = E.value;
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if (p_with_order) {
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order.push_back(E.name);
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}
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};
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if (p_with_order) {
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ret[".order"] = order;
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}
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return ret;
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}
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void InstancePlaceholder::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
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}
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InstancePlaceholder::InstancePlaceholder() {
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}
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