Implement Scene Unique Nodes

This commit is contained in:
kobewi
2022-04-26 13:37:20 +02:00
parent d063bc4277
commit e1c74ae83f
11 changed files with 171 additions and 1 deletions

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@@ -749,6 +749,10 @@
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
</member>
<member name="unique_name_in_owner" type="bool" setter="set_unique_name_in_owner" getter="is_unique_name_in_owner" default="false">
Sets this node's name as a unique name in its [member owner]. This allows the node to be accessed as [code]%Name[/code] instead of the full path, from any node within that scene.
If another node with the same owner already had that name declared as unique, that other node's name will no longer be set as having a unique name.
</member>
</members>
<signals>
<signal name="child_entered_tree">