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Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a project that tries to autoload a script which doesn’t inherit from Node, then Godot gives an error. Before this change, the error said “Script does not inherit a Node”. That error message is a little bit misleading. If a class inherits a Node, then one of its superclasses has a Node. If a class inherits _from_ Node, then one of its superclasses is Node. This change corrects that mistake. Fixes #59884.
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@ -406,7 +406,7 @@ Node *EditorAutoloadSettings::_create_autoload(const String &p_path) {
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} else if (script.is_valid()) {
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StringName ibt = script->get_instance_base_type();
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bool valid_type = ClassDB::is_parent_class(ibt, "Node");
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ERR_FAIL_COND_V_MSG(!valid_type, nullptr, "Script does not inherit a Node: " + p_path + ".");
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ERR_FAIL_COND_V_MSG(!valid_type, nullptr, "Script does not inherit from Node: " + p_path + ".");
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Object *obj = ClassDB::instantiate(ibt);
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@ -2336,7 +2336,7 @@ bool Main::start() {
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} else if (script_res.is_valid()) {
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StringName ibt = script_res->get_instance_base_type();
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bool valid_type = ClassDB::is_parent_class(ibt, "Node");
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + info.path);
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Object *obj = ClassDB::instantiate(ibt);
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@ -80,7 +80,7 @@ void init_autoloads() {
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} else if (script.is_valid()) {
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StringName ibt = script->get_instance_base_type();
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bool valid_type = ClassDB::is_parent_class(ibt, "Node");
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + info.path);
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Object *obj = ClassDB::instantiate(ibt);
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