Fix node property duplication

This commit is contained in:
warriormaster12
2023-10-14 19:55:50 +03:00
parent 06d5189167
commit de1dc6c8d4
2 changed files with 77 additions and 38 deletions

View File

@@ -74,10 +74,31 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const
const SceneState::PackState &ia = states_stack[i];
bool found = false;
Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
const Vector<String> &deferred_properties = ia.state->get_node_deferred_nodepath_properties(ia.node);
if (found) {
if (r_is_valid) {
*r_is_valid = true;
}
// Replace properties stored as NodePaths with actual Nodes.
// Otherwise, the property value would be considered as overridden.
if (deferred_properties.has(p_property)) {
if (value_in_ancestor.get_type() == Variant::ARRAY) {
Array paths = value_in_ancestor;
bool valid = false;
Array array = node->get(p_property, &valid);
ERR_CONTINUE(!valid);
array = array.duplicate();
array.resize(paths.size());
for (int j = 0; j < array.size(); j++) {
array.set(j, node->get_node_or_null(paths[j]));
}
value_in_ancestor = array;
} else {
value_in_ancestor = node->get_node_or_null(value_in_ancestor);
}
}
return value_in_ancestor;
}
// Save script for later