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Tweak the built-in script naming for resources with custom names

This makes the script name appear before the scene file name,
which ensures it's always visible even if the list of scripts is too
narrow to display the full name.

This only impacts built-in scripts with custom resource names.
Unnamed resources will still use `<scene_file>::<id>` naming
in the list of scripts.
Hugo Locurcio 5 年之前
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e90beade15
共有 1 個文件被更改,包括 4 次插入2 次删除
  1. 4 2
      editor/plugins/script_editor_plugin.cpp

+ 4 - 2
editor/plugins/script_editor_plugin.cpp

@@ -1783,9 +1783,11 @@ void ScriptEditor::_update_script_names() {
 			if (built_in) {
 
 				name = path.get_file();
-				String resource_name = se->get_edited_resource()->get_name();
+				const String &resource_name = se->get_edited_resource()->get_name();
 				if (resource_name != "") {
-					name = name.substr(0, name.find("::", 0) + 2) + resource_name;
+					// If the built-in script has a custom resource name defined,
+					// display the built-in script name as follows: `ResourceName (scene_file.tscn)`
+					name = vformat("%s (%s)", resource_name, name.substr(0, name.find("::", 0)));
 				}
 			} else {