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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Improve use of Ref.is_null/valid

Use `is_null` over `!is_valid` and vice versa.
This commit is contained in:
A Thousand Ships
2024-08-25 14:15:10 +02:00
committed by AThousandShips
parent 0f95e9f8e6
commit a1846b27ea
177 changed files with 517 additions and 519 deletions

View File

@@ -128,7 +128,7 @@ void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_en
camera->set_environment(p_env);
is_unsupported_shader_mode = false;
if (!material.is_null()) {
if (material.is_valid()) {
Shader::Mode mode = p_material->get_shader_mode();
switch (mode) {
case Shader::MODE_CANVAS_ITEM:
@@ -449,7 +449,7 @@ bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource
Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -495,7 +495,7 @@ bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) con
Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ORMMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -541,7 +541,7 @@ bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_res
Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ParticleProcessMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -580,7 +580,7 @@ bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource
Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -619,7 +619,7 @@ bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resou
Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -658,7 +658,7 @@ bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resourc
Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -697,7 +697,7 @@ bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resourc
Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();
@@ -736,7 +736,7 @@ bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const
Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<FogMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
ERR_FAIL_COND_V(mat.is_null(), Ref<Resource>());
Ref<ShaderMaterial> smat;
smat.instantiate();