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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

@@ -198,7 +198,7 @@ void MeshLibraryEditor::_import_scene_parse_node(Ref<MeshLibrary> p_library, Has
shape_transform *= static_body_node->get_transform() * static_body_node->shape_owner_get_transform(E);
for (int k = 0; k < static_body_node->shape_owner_get_shape_count(E); k++) {
Ref<Shape3D> collision_shape = static_body_node->shape_owner_get_shape(E, k);
if (!collision_shape.is_valid()) {
if (collision_shape.is_null()) {
continue;
}
MeshLibrary::ShapeData shape_data;
@@ -216,7 +216,7 @@ void MeshLibraryEditor::_import_scene_parse_node(Ref<MeshLibrary> p_library, Has
continue;
}
Ref<NavigationMesh> navigation_mesh = navigation_region_node->get_navigation_mesh();
if (!navigation_mesh.is_null()) {
if (navigation_mesh.is_valid()) {
Transform3D navigation_mesh_transform = navigation_region_node->get_transform();
p_library->set_item_navigation_mesh(item_id, navigation_mesh);
p_library->set_item_navigation_mesh_transform(item_id, navigation_mesh_transform);