diff options
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/animated_sprite.h | 2 | ||||
-rw-r--r-- | scene/2d/collision_polygon_2d.cpp | 8 | ||||
-rw-r--r-- | scene/2d/collision_polygon_2d.h | 2 | ||||
-rw-r--r-- | scene/2d/navigation_polygon.h | 2 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 2 | ||||
-rw-r--r-- | scene/2d/visibility_notifier_2d.cpp | 21 |
6 files changed, 17 insertions, 20 deletions
diff --git a/scene/2d/animated_sprite.h b/scene/2d/animated_sprite.h index 37d093e3d8..e5d015b07c 100644 --- a/scene/2d/animated_sprite.h +++ b/scene/2d/animated_sprite.h @@ -42,7 +42,7 @@ class SpriteFrames : public Resource { float speed; bool loop; - Vector<Ref<Texture2D> > frames; + Vector<Ref<Texture2D>> frames; Anim() { loop = true; diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp index 4edf92197e..e9dfb94cb2 100644 --- a/scene/2d/collision_polygon_2d.cpp +++ b/scene/2d/collision_polygon_2d.cpp @@ -50,7 +50,7 @@ void CollisionPolygon2D::_build_polygon() { //here comes the sun, lalalala //decompose concave into multiple convex polygons and add them - Vector<Vector<Vector2> > decomp = _decompose_in_convex(); + Vector<Vector<Vector2>> decomp = _decompose_in_convex(); for (int i = 0; i < decomp.size(); i++) { Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D); convex->set_points(decomp[i]); @@ -76,8 +76,8 @@ void CollisionPolygon2D::_build_polygon() { } } -Vector<Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() { - Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon_in_convex(polygon); +Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() { + Vector<Vector<Vector2>> decomp = Geometry::decompose_polygon_in_convex(polygon); return decomp; } @@ -148,7 +148,7 @@ void CollisionPolygon2D::_notification(int p_what) { #define DEBUG_DECOMPOSE #if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE) - Vector<Vector<Vector2> > decomp = _decompose_in_convex(); + Vector<Vector<Vector2>> decomp = _decompose_in_convex(); Color c(0.4, 0.9, 0.1); for (int i = 0; i < decomp.size(); i++) { diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h index d8dfec8fd2..92a2758813 100644 --- a/scene/2d/collision_polygon_2d.h +++ b/scene/2d/collision_polygon_2d.h @@ -56,7 +56,7 @@ protected: bool one_way_collision; float one_way_collision_margin; - Vector<Vector<Vector2> > _decompose_in_convex(); + Vector<Vector<Vector2>> _decompose_in_convex(); void _build_polygon(); diff --git a/scene/2d/navigation_polygon.h b/scene/2d/navigation_polygon.h index 579d6b0e0e..3d096ec91b 100644 --- a/scene/2d/navigation_polygon.h +++ b/scene/2d/navigation_polygon.h @@ -43,7 +43,7 @@ class NavigationPolygon : public Resource { Vector<int> indices; }; Vector<Polygon> polygons; - Vector<Vector<Vector2> > outlines; + Vector<Vector<Vector2>> outlines; mutable Rect2 item_rect; mutable bool rect_cache_dirty; diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 20e9f3ffcf..eb7aefb495 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -300,7 +300,7 @@ private: bool sync_to_physics; Vector<Collision> colliders; - Vector<Ref<KinematicCollision2D> > slide_colliders; + Vector<Ref<KinematicCollision2D>> slide_colliders; Ref<KinematicCollision2D> motion_cache; _FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const; diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp index 366de28386..54511bbe1b 100644 --- a/scene/2d/visibility_notifier_2d.cpp +++ b/scene/2d/visibility_notifier_2d.cpp @@ -188,8 +188,7 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) { bool add = false; Variant meta; - if (enabler[ENABLER_FREEZE_BODIES]) { - + { RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node); if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) { @@ -198,24 +197,21 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) { } } - if (enabler[ENABLER_PAUSE_ANIMATIONS]) { - + { AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node); if (ap) { add = true; } } - if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) { - + { AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node); if (as) { add = true; } } - if (enabler[ENABLER_PAUSE_PARTICLES]) { - + { Particles2D *ps = Object::cast_to<Particles2D>(p_node); if (ps) { add = true; @@ -278,7 +274,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) { ERR_FAIL_COND(!nodes.has(p_node)); - { + if (enabler[ENABLER_FREEZE_BODIES]) { RigidBody2D *rb = Object::cast_to<RigidBody2D>(p_node); if (rb) { @@ -286,7 +282,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) { } } - { + if (enabler[ENABLER_PAUSE_ANIMATIONS]) { AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node); if (ap) { @@ -294,7 +290,8 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) { ap->set_active(p_enabled); } } - { + + if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) { AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node); if (as) { @@ -306,7 +303,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) { } } - { + if (enabler[ENABLER_PAUSE_PARTICLES]) { Particles2D *ps = Object::cast_to<Particles2D>(p_node); if (ps) { |