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Fix resource shared when duplicating an instanced scene

For resources with `resource_local_to_scene` enabled in the sub-scene,
the resource is already set when the sub-scene is instantiated, so does
not need to be set again. Just needs to update the property of the
resource according to the value in the main scene.
This commit is contained in:
Rindbee
2022-08-29 07:50:36 +08:00
committed by 风青山
parent 1b4f116db1
commit e0532a711a
5 changed files with 72 additions and 29 deletions

View File

@@ -81,7 +81,13 @@ static Array _sanitize_node_pinned_properties(Node *p_node) {
Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene) {
ERR_FAIL_COND_V(p_resource.is_null(), Ref<Resource>());
bool reuse_fallback = p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class() == p_resource->get_class();
// Find the shared copy of the source resource.
HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = remap_cache[p_for_scene].find(p_resource);
if (R) {
return R->value;
}
bool reuse_fallback = p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class_name() == p_resource->get_class_name();
if (reuse_fallback) {
// The fallback resource can only be mapped at most once when it is valid.
@@ -703,16 +709,16 @@ Variant SceneState::make_local_resource(Variant &p_value, const SceneState::Node
Node *base = (p_i == 0 || p_node->is_instance()) ? p_node : (p_node->get_owner() ? p_node->get_owner() : p_ret_nodes[0]);
if (p_node_data.type == TYPE_INSTANTIATED) { // For the (root) nodes of sub-scenes, treat them as parts of the sub-scenes.
return get_remap_resource(res, p_resources_local_to_scenes, p_node->get(p_sname), base);
}
// Find the shared copy of the source resource.
HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = p_resources_local_to_scenes[base].find(res);
if (R) {
return R->value;
}
if (p_node_data.type == TYPE_INSTANTIATED) { // For the (root) nodes of sub-scenes, treat them as parts of the sub-scenes.
return get_remap_resource(res, p_resources_local_to_scenes, p_node->get(p_sname), base);
}
if (p_edit_state == GEN_EDIT_STATE_MAIN) { // For the main scene, use the resource as is
res->configure_for_local_scene(base, p_resources_local_to_scenes[base]);
p_resources_local_to_scenes[base][res] = res;