#include "prop_scene_instance_2d.h" #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/config/engine.h" #else #include "core/engine.h" #endif Ref PropSceneInstance2D::get_scene() { return _scene; } void PropSceneInstance2D::set_scene(const Ref &data) { if (_scene == data) return; _scene = data; build(); } bool PropSceneInstance2D::get_snap_to_mesh() const { return _snap_to_mesh; } void PropSceneInstance2D::set_snap_to_mesh(const bool value) { _snap_to_mesh = value; } Vector3 PropSceneInstance2D::get_snap_axis() const { return _snap_axis; } void PropSceneInstance2D::set_snap_axis(const Vector3 &value) { _snap_axis = value; } void PropSceneInstance2D::build() { if (!is_inside_tree()) { return; } for (int i = 0; i < get_child_count(); ++i) { Node *n = get_child(i); //this way we won't delete the user's nodes if (n->get_owner() == NULL) { n->queue_delete(); } } if (!_scene.is_valid()) return; Node *n = _scene->instance(); add_child(n); //if (Engine::get_singleton()->is_editor_hint()) // n->set_owner(get_tree()->get_edited_scene_root()); } PropSceneInstance2D::PropSceneInstance2D() { _snap_to_mesh = false; _snap_axis = Vector3(0, -1, 0); } PropSceneInstance2D::~PropSceneInstance2D() { _scene.unref(); } void PropSceneInstance2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { build(); } } } void PropSceneInstance2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_scene"), &PropSceneInstance2D::get_scene); ClassDB::bind_method(D_METHOD("set_scene", "value"), &PropSceneInstance2D::set_scene); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene"); ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &PropSceneInstance2D::get_snap_to_mesh); ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &PropSceneInstance2D::set_snap_to_mesh); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh"); ClassDB::bind_method(D_METHOD("get_snap_axis"), &PropSceneInstance2D::get_snap_axis); ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &PropSceneInstance2D::set_snap_axis); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis"); ClassDB::bind_method(D_METHOD("build"), &PropSceneInstance2D::build); }