visual changes, refactoring to prevent future bugs
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parent
0ca3911519
commit
ddfa591400
7 changed files with 35 additions and 9 deletions
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@ -26,11 +26,12 @@ func _create_uuid():
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func _update_visuals():
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var holder = get_node("Margins").get_node("Holder")
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for child in holder.get_children():
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if child.name != "Title":
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if child.name.contains("Node Row"):
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child.queue_free()
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for key in rows:
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var nodeRow = load("res://Scenes/Nodes/Node Row.tscn").instantiate()
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holder.add_child(nodeRow)
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nodeRow.name = "Node Row"
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(nodeRow.get_node("Label") as Label).text = str(key)
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var input = nodeRow.get_node("Input") as GL_Node_Point
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var output = nodeRow.get_node("Output") as GL_Node_Point
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@ -68,7 +69,7 @@ func give_input_point_pos(name:String) -> Vector2:
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return global_position
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else:
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for child in holder.get_children():
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if child.name != "Title" && (child.get_node("Label") as Label).text == name:
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if child.name.contains("Node Row") && (child.get_node("Label") as Label).text == name:
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holder = child.get_node("Input") as GL_Node_Point
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return holder.global_position + Vector2(holder.size.x/2,holder.size.y/2)
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return Vector2.ZERO
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@ -160,10 +161,9 @@ func destroy_connection(target:GL_Node,input_name:String):
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rows[key]["connections"] = connections
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var holder = get_node("Margins").get_node("Holder")
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for child in holder.get_children():
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if child.name == "Title":
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continue
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(child.get_node("Input") as GL_Node_Point).update_lines()
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(child.get_node("Output") as GL_Node_Point).update_lines()
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if child.name.contains("Node Row"):
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(child.get_node("Input") as GL_Node_Point).update_lines()
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(child.get_node("Output") as GL_Node_Point).update_lines()
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return
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func mouse_enter():
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