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
No known key found for this signature in database
GPG key ID: 8DFDAA198ED5EDF5
5 changed files with 72 additions and 29 deletions

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@ -2953,10 +2953,11 @@ Node *Node::duplicate(int p_flags) const {
#ifdef TOOLS_ENABLED
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const {
return duplicate_from_editor(r_duplimap, HashMap<Ref<Resource>, Ref<Resource>>());
HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> tmp;
return duplicate_from_editor(r_duplimap, nullptr, tmp);
}
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, Node *p_scene_root, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resource_remap) const {
int flags = DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_USE_INSTANTIATION | DUPLICATE_FROM_EDITOR;
Node *dupe = _duplicate(flags, &r_duplimap);
@ -2969,8 +2970,8 @@ Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, con
_duplicate_properties(this, this, dupe, flags);
// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
if (!p_resource_remap.is_empty()) {
remap_node_resources(dupe, p_resource_remap);
if (p_scene_root) {
remap_node_resources(dupe, p_scene_root, p_resource_remap);
}
// Duplication of signals must happen after all the node descendants have been copied,
@ -2981,7 +2982,9 @@ Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, con
return dupe;
}
void Node::remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
void Node::remap_node_resources(Node *p_node, Node *p_scene_root, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resource_remap) const {
Node *local_scene = p_node->is_instance() ? p_node : (p_node->get_owner() ? p_node->get_owner() : p_scene_root);
List<PropertyInfo> props;
p_node->get_property_list(&props);
@ -2991,23 +2994,39 @@ void Node::remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<R
}
Variant v = p_node->get(E.name);
if (v.is_ref_counted()) {
Ref<Resource> res = v;
if (res.is_valid()) {
if (p_resource_remap.has(res)) {
p_node->set(E.name, p_resource_remap[res]);
remap_nested_resources(res, p_resource_remap);
}
if (!v.is_ref_counted()) {
continue;
}
Ref<Resource> res = v;
if (res.is_null()) {
continue;
}
if (res->is_local_to_scene()) {
if (local_scene == res->get_local_scene()) {
continue;
}
Ref<Resource> dup = SceneState::get_remap_resource(res, p_resource_remap, nullptr, local_scene);
p_node->set(E.name, dup);
continue;
}
if (res->is_built_in()) {
// Use nullptr instead of a specific node (current scene root node) to represent the scene,
// as the Make Scene Root operation may be executed.
if (p_resource_remap[nullptr].has(res)) {
p_node->set(E.name, p_resource_remap[nullptr][res]);
remap_nested_resources(res, p_resource_remap[nullptr]);
}
}
}
for (int i = 0; i < p_node->get_child_count(); i++) {
remap_node_resources(p_node->get_child(i), p_resource_remap);
remap_node_resources(p_node->get_child(i), p_scene_root, p_resource_remap);
}
}
void Node::remap_nested_resources(Ref<Resource> p_resource, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
void Node::remap_nested_resources(Ref<Resource> p_resource, HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
List<PropertyInfo> props;
p_resource->get_property_list(&props);