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Change Simple node scripts to instantiate themselves #141
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| func _init(): | ||
| var node = preload("res://addons/block_code/simple_nodes/simple_scoring/_simple_scoring.tscn").instantiate() as Node | ||
| node.replace_by(self, true) |
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When I play the Pong game, it shows error:
E 0:00:00:0452 simple_scoring.gd:24 @ _init(): Condition "p_node->data.parent" is true.
<C++ Source> scene/main/node.cpp:2796 @ replace_by()
<Stack Trace> simple_scoring.gd:24 @ _init()
block_code.gd:56 @ _update_parent_script()
block_code.gd:14 @ _ready()
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Ooh, I see how that happened. That's fixed in the newest set of commits.
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| func _init(): | ||
| var node = preload("res://addons/block_code/simple_nodes/simple_character/_simple_character.tscn").instantiate() as Node | ||
| node.replace_by(self, true) |
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When I play the Pong game, it shows error:
E 0:00:00:0445 simple_character.gd:57 @ _init(): Condition "p_node->data.parent" is true.
<C++ Source> scene/main/node.cpp:2796 @ replace_by()
<Stack Trace> simple_character.gd:57 @ _init()
block_code.gd:56 @ _update_parent_script()
block_code.gd:14 @ _ready()
To support users adding SimpleCharacter and SimpleScoring as nodes, instead of as child scenes, add an _init function for each which loads the appropriate scene file and instantiates it. https://phabricator.endlessm.com/T35545
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| func _init(): | ||
| # Disable the SimpleCharacter _init function. We expect this script is | ||
| # already bound to _simple_character.tscn. | ||
| pass |
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👍
To support users adding SimpleCharacter and SimpleScoring as nodes, instead of as child scenes, add an _init function for each which loads the appropriate scene file and instantiates it.
https://phabricator.endlessm.com/T35545