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Better error messages when no materials are set into the Terrainibrary.
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@ -161,13 +161,13 @@ bool TerrainLibrary::_supports_caching() {
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//Materials
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//Materials
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Ref<Material> TerrainLibrary::material_get(const int index) {
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Ref<Material> TerrainLibrary::material_get(const int index) {
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ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>(NULL));
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ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>());
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return _materials[index];
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return _materials[index];
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}
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}
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Ref<Material> TerrainLibrary::material_lod_get(const int index) {
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Ref<Material> TerrainLibrary::material_lod_get(const int index) {
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ERR_FAIL_COND_V(_materials.size() == 0, Ref<Material>(NULL));
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ERR_FAIL_COND_V_MSG(_materials.size() == 0, Ref<Material>(), "Error! You should to add at least one material to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)");
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if (index < 0) {
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if (index < 0) {
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return _materials[0];
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return _materials[0];
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@ -241,13 +241,13 @@ void TerrainLibrary::materials_set(const Vector<Variant> &materials) {
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//Liquid Materials
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//Liquid Materials
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Ref<Material> TerrainLibrary::liquid_material_get(const int index) {
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Ref<Material> TerrainLibrary::liquid_material_get(const int index) {
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ERR_FAIL_INDEX_V(index, _liquid_materials.size(), Ref<Material>(NULL));
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ERR_FAIL_INDEX_V(index, _liquid_materials.size(), Ref<Material>());
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return _liquid_materials[index];
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return _liquid_materials[index];
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}
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}
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Ref<Material> TerrainLibrary::liquid_material_lod_get(const int index) {
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Ref<Material> TerrainLibrary::liquid_material_lod_get(const int index) {
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ERR_FAIL_COND_V(_materials.size() == 0, Ref<Material>(NULL));
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ERR_FAIL_COND_V_MSG(_liquid_materials.size() == 0, Ref<Material>(), "Error! You should to add at least one liquid to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)");
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if (index < 0) {
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if (index < 0) {
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return _liquid_materials[0];
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return _liquid_materials[0];
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@ -321,13 +321,13 @@ void TerrainLibrary::liquid_materials_set(const Vector<Variant> &materials) {
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//Prop Materials
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//Prop Materials
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Ref<Material> TerrainLibrary::prop_material_get(const int index) {
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Ref<Material> TerrainLibrary::prop_material_get(const int index) {
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ERR_FAIL_INDEX_V(index, _prop_materials.size(), Ref<Material>(NULL));
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ERR_FAIL_INDEX_V(index, _prop_materials.size(), Ref<Material>());
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return _prop_materials[index];
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return _prop_materials[index];
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}
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}
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Ref<Material> TerrainLibrary::prop_material_lod_get(const int index) {
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Ref<Material> TerrainLibrary::prop_material_lod_get(const int index) {
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ERR_FAIL_COND_V(_prop_materials.size() == 0, Ref<Material>(NULL));
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ERR_FAIL_COND_V_MSG(_prop_materials.size() == 0, Ref<Material>(), "Error! You should to add at least one material to TerrainLibrary!");
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if (index < 0) {
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if (index < 0) {
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return _prop_materials[0];
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return _prop_materials[0];
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