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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-23 12:10:32 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-23 12:12:25 +0200
commit7f83977f37f5f13024bee4f29ead87a992a072b6 (patch)
treeed99e787e70e87949c32decfb923c8610c036a1e /editor
parent515670351a5b8d13eef475df9d602e846f53884d (diff)
Expose an ImportOrder enum in ResourceImporter
This avoids using magic numbers in code.
Diffstat (limited to 'editor')
-rw-r--r--editor/import/resource_importer_scene.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index c6e5836a23..781beff689 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -155,7 +155,8 @@ public:
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
- virtual int get_import_order() const override { return 100; } //after everything
+ // Import scenes *after* everything else (such as textures).
+ virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, List<Ref<Shape3D>>> &collision_map);
Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, List<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);