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Merge pull request #67082 from Mickeon/resource-screw-you-setup-local-to-scene

Deprecate Resource.`setup_local_to_scene`
Rémi Verschelde 2 vuotta sitten
vanhempi
commit
6c4266271d
2 muutettua tiedostoa jossa 3 lisäystä ja 15 poistoa
  1. 2 14
      doc/classes/Resource.xml
  2. 1 1
      doc/classes/ViewportTexture.xml

+ 2 - 14
doc/classes/Resource.xml

@@ -55,23 +55,11 @@
 				Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
 				Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
 			</description>
 			</description>
 		</method>
 		</method>
-		<method name="setup_local_to_scene">
+		<method name="setup_local_to_scene" is_deprecated="true">
 			<return type="void" />
 			<return type="void" />
 			<description>
 			<description>
 				Emits the [signal setup_local_to_scene_requested] signal. If [member resource_local_to_scene] is set to [code]true[/code], this method is called from [method PackedScene.instantiate] by the newly duplicated resource within the scene instance.
 				Emits the [signal setup_local_to_scene_requested] signal. If [member resource_local_to_scene] is set to [code]true[/code], this method is called from [method PackedScene.instantiate] by the newly duplicated resource within the scene instance.
 				For most resources, this method performs no logic of its own. Custom behavior can be defined by connecting [signal setup_local_to_scene_requested] from a script, [b]not[/b] by overriding this method.
 				For most resources, this method performs no logic of its own. Custom behavior can be defined by connecting [signal setup_local_to_scene_requested] from a script, [b]not[/b] by overriding this method.
-				[b]Example:[/b] Assign a random value to [code]health[/code] for every duplicated Resource from an instantiated scene, excluding the original.
-				[codeblock]
-				extends Resource
-
-				var health = 0
-
-				func _init():
-				    setup_local_to_scene_requested.connect(randomize_health)
-
-				func randomize_health():
-				    health = randi_range(10, 40)
-				[/codeblock]
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="take_over_path">
 		<method name="take_over_path">
@@ -104,7 +92,7 @@
 		</signal>
 		</signal>
 		<signal name="setup_local_to_scene_requested">
 		<signal name="setup_local_to_scene_requested">
 			<description>
 			<description>
-				Emitted when [method setup_local_to_scene] is called, usually by a newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code]. Custom behavior can be defined by connecting this signal.
+				Emitted by the newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code], when the scene is instantiated. Custom behavior can be defined by connecting this signal.
 			</description>
 			</description>
 		</signal>
 		</signal>
 	</signals>
 	</signals>

+ 1 - 1
doc/classes/ViewportTexture.xml

@@ -6,7 +6,7 @@
 	<description>
 	<description>
 		Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be used to mix controls, 2D game objects, and 3D game objects in the same scene.
 		Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be used to mix controls, 2D game objects, and 3D game objects in the same scene.
 		To create a [ViewportTexture] in code, use the [method Viewport.get_texture] method on the target viewport.
 		To create a [ViewportTexture] in code, use the [method Viewport.get_texture] method on the target viewport.
-		[b]Note:[/b] When local to scene, this texture uses [method Resource.setup_local_to_scene] to set the proxy texture and flags in the local viewport. Local to scene [ViewportTexture]s will return incorrect data until the scene root is ready (see [signal Node.ready]).
+		[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member Resource.resource_local_to_scene]). If the scene root is not ready, it may return incorrect data (see [signal Node.ready]).
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 		<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
 		<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>