1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Add shorthand for using singleton string names

This commit is contained in:
kobewi
2023-09-04 17:01:33 +02:00
parent 916ea002c1
commit a262d2d881
77 changed files with 382 additions and 380 deletions

View File

@@ -216,7 +216,7 @@ void MultiplayerSpawner::_notification(int p_what) {
for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key));
ERR_CONTINUE(!node);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &MultiplayerSpawner::_node_exit));
get_multiplayer()->object_configuration_remove(node, this);
}
tracked_nodes.clear();
@@ -258,7 +258,7 @@ void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_s
ObjectID oid = p_node->get_instance_id();
if (!tracked_nodes.has(oid)) {
tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
p_node->connect(SceneStringName(tree_exiting), callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
_spawn_notify(p_node->get_instance_id());
}
}