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Allow attaching scripts to nodes with previously-non-abstract scripts

This commit is contained in:
Aaron Franke
2025-08-27 06:23:54 -07:00
parent b267c2fc6c
commit 84eb90b790

View File

@@ -347,7 +347,24 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
node->get_script_instance()->get_property_state(old_state);
}
node->set(snames[nprops[j].name], props[nprops[j].value], &valid);
#ifdef TOOLS_ENABLED
const Ref<Script> value_as_script = props[nprops[j].value];
// It is possible that the user changed an existing script to abstract after it was attached to a node.
// When this happens, the user needs to fix it. See https://github.com/godotengine/godot/issues/109171
if (value_as_script.is_valid() && value_as_script->is_abstract()) {
const String global_class_name = value_as_script->get_global_name();
if (global_class_name.is_empty()) {
ERR_PRINT("Node \"" + snames[n.name] + "\" previously had a script, but that script is now abstract. Please assign a different script (right-click -> Attach Script...) or change the node to a different type (right-click -> Change Type...) to fix this, then re-save the scene.");
} else {
ERR_PRINT("Node \"" + snames[n.name] + "\" previously had a class of type \"" + global_class_name + "\", but that class is now abstract. Please assign a different script (right-click -> Attach Script...) or change the node to a different type (right-click -> Change Type...) to fix this, then re-save the scene.");
}
callable_mp((Object *)node, &Object::remove_meta).call_deferred(SceneStringName(_custom_type_script));
} else {
node->set_script(props[nprops[j].value]);
}
#else
node->set_script(props[nprops[j].value]);
#endif // TOOLS_ENABLED
//restore old state for new script, if exists
for (const Pair<StringName, Variant> &E : old_state) {