Implement Scene Unique Nodes
Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached.
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12 changed files with 190 additions and 7 deletions
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@ -35,6 +35,7 @@
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#include "core/math/math_funcs.h"
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#include "core/os/memory.h"
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#include "core/string/print_string.h"
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#include "core/string/string_name.h"
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#include "core/string/translation.h"
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#include "core/string/ucaps.h"
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#include "core/variant/variant.h"
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@ -4357,7 +4358,7 @@ String String::property_name_encode() const {
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}
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// Changes made to the set of invalid characters must also be reflected in the String documentation.
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const String String::invalid_node_name_characters = ". : @ / \"";
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const String String::invalid_node_name_characters = ". : @ / \" " UNIQUE_NODE_PREFIX;
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String String::validate_node_name() const {
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Vector<String> chars = String::invalid_node_name_characters.split(" ");
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