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[godot#61386] Fix autoload scenes implicit types

This commit is contained in:
Adam Scott
2022-11-21 23:24:10 -05:00
parent 11e1c83309
commit eb62d241c0
3 changed files with 38 additions and 0 deletions

View File

@@ -360,6 +360,31 @@ Ref<PackedScene> GDScriptCache::get_packed_scene(const String &p_path, Error &r_
return scene;
}
Ref<GDScript> GDScriptCache::get_packed_scene_script(const String &p_path, Error &r_error) {
r_error = OK;
Ref<PackedScene> scene = get_packed_scene(p_path, r_error);
if (r_error != OK) {
return Ref<GDScript>();
}
int node_count = scene->get_state()->get_node_count();
if (node_count == 0) {
return Ref<GDScript>();
}
const int ROOT_NODE = 0;
for (int i = 0; i < scene->get_state()->get_node_property_count(ROOT_NODE); i++) {
if (scene->get_state()->get_node_property_name(ROOT_NODE, i) != SNAME("script")) {
continue;
}
return scene->get_state()->get_node_property_value(ROOT_NODE, i);
}
return Ref<GDScript>();
}
void GDScriptCache::clear_unreferenced_packed_scenes() {
if (singleton == nullptr) {
return;