Fix enum value name after mass replace.

This commit is contained in:
Relintai 2022-02-08 22:33:02 +01:00
parent 52cf0af70d
commit 7a3ec17895
5 changed files with 11 additions and 11 deletions

View File

@ -390,7 +390,7 @@
</member> </member>
</members> </members>
<constants> <constants>
<constant name="MATERIAL_INDEX_TERRAS" value="0"> <constant name="MATERIAL_INDEX_TERRAIN" value="0">
</constant> </constant>
<constant name="MATERIAL_INDEX_LIQUID" value="1"> <constant name="MATERIAL_INDEX_LIQUID" value="1">
</constant> </constant>

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@ -621,7 +621,7 @@ void TerrainLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("setup_material_albedo", "material_index", "texture"), &TerrainLibrary::setup_material_albedo); ClassDB::bind_method(D_METHOD("setup_material_albedo", "material_index", "texture"), &TerrainLibrary::setup_material_albedo);
BIND_CONSTANT(MATERIAL_INDEX_TERRAS); BIND_CONSTANT(MATERIAL_INDEX_TERRAIN);
BIND_CONSTANT(MATERIAL_INDEX_LIQUID); BIND_CONSTANT(MATERIAL_INDEX_LIQUID);
BIND_CONSTANT(MATERIAL_INDEX_PROP); BIND_CONSTANT(MATERIAL_INDEX_PROP);
} }

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@ -76,7 +76,7 @@ class TerrainLibrary : public Resource {
public: public:
enum { enum {
MATERIAL_INDEX_TERRAS = 0, MATERIAL_INDEX_TERRAIN = 0,
MATERIAL_INDEX_LIQUID = 1, MATERIAL_INDEX_LIQUID = 1,
MATERIAL_INDEX_PROP = 2, MATERIAL_INDEX_PROP = 2,
}; };

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@ -256,7 +256,7 @@ void TerrainLibraryMerger::refresh_rects() {
Ref<Texture> tex = _packer->get_generated_texture(0); Ref<Texture> tex = _packer->get_generated_texture(0);
setup_material_albedo(MATERIAL_INDEX_TERRAS, tex); setup_material_albedo(MATERIAL_INDEX_TERRAIN, tex);
setup_material_albedo(MATERIAL_INDEX_LIQUID, tex); setup_material_albedo(MATERIAL_INDEX_LIQUID, tex);
} }
@ -301,7 +301,7 @@ void TerrainLibraryMerger::_setup_material_albedo(const int material_index, cons
int count = 0; int count = 0;
switch (material_index) { switch (material_index) {
case MATERIAL_INDEX_TERRAS: case MATERIAL_INDEX_TERRAIN:
count = material_get_num(); count = material_get_num();
break; break;
case MATERIAL_INDEX_LIQUID: case MATERIAL_INDEX_LIQUID:
@ -314,7 +314,7 @@ void TerrainLibraryMerger::_setup_material_albedo(const int material_index, cons
for (int i = 0; i < count; ++i) { for (int i = 0; i < count; ++i) {
switch (material_index) { switch (material_index) {
case MATERIAL_INDEX_TERRAS: case MATERIAL_INDEX_TERRAIN:
mat = material_get(i); mat = material_get(i);
break; break;
case MATERIAL_INDEX_LIQUID: case MATERIAL_INDEX_LIQUID:
@ -335,7 +335,7 @@ void TerrainLibraryMerger::_setup_material_albedo(const int material_index, cons
Ref<ShaderMaterial> shmat; Ref<ShaderMaterial> shmat;
switch (material_index) { switch (material_index) {
case MATERIAL_INDEX_TERRAS: case MATERIAL_INDEX_TERRAIN:
shmat = material_get(i); shmat = material_get(i);
break; break;
case MATERIAL_INDEX_LIQUID: case MATERIAL_INDEX_LIQUID:

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@ -599,7 +599,7 @@ void TerrainLibraryMergerPCM::refresh_rects() {
Ref<Texture> tex = _packer->get_generated_texture(0); Ref<Texture> tex = _packer->get_generated_texture(0);
setup_material_albedo(MATERIAL_INDEX_TERRAS, tex); setup_material_albedo(MATERIAL_INDEX_TERRAIN, tex);
setup_material_albedo(MATERIAL_INDEX_LIQUID, tex); setup_material_albedo(MATERIAL_INDEX_LIQUID, tex);
} }
@ -644,7 +644,7 @@ void TerrainLibraryMergerPCM::_setup_material_albedo(const int material_index, c
int count = 0; int count = 0;
switch (material_index) { switch (material_index) {
case MATERIAL_INDEX_TERRAS: case MATERIAL_INDEX_TERRAIN:
count = material_get_num(); count = material_get_num();
break; break;
case MATERIAL_INDEX_LIQUID: case MATERIAL_INDEX_LIQUID:
@ -657,7 +657,7 @@ void TerrainLibraryMergerPCM::_setup_material_albedo(const int material_index, c
for (int i = 0; i < count; ++i) { for (int i = 0; i < count; ++i) {
switch (material_index) { switch (material_index) {
case MATERIAL_INDEX_TERRAS: case MATERIAL_INDEX_TERRAIN:
mat = material_get(i); mat = material_get(i);
break; break;
case MATERIAL_INDEX_LIQUID: case MATERIAL_INDEX_LIQUID:
@ -678,7 +678,7 @@ void TerrainLibraryMergerPCM::_setup_material_albedo(const int material_index, c
Ref<ShaderMaterial> shmat; Ref<ShaderMaterial> shmat;
switch (material_index) { switch (material_index) {
case MATERIAL_INDEX_TERRAS: case MATERIAL_INDEX_TERRAIN:
shmat = material_get(i); shmat = material_get(i);
break; break;
case MATERIAL_INDEX_LIQUID: case MATERIAL_INDEX_LIQUID: