mirror of https://github.com/godotengine/godot
Don't expose AnimationNodeStartState and AnimationNodeEndState as internal, this triggers a ClassDB bug
Fixes #99534.
This commit is contained in:
parent
0b6a717ac1
commit
ede3d21519
|
|
@ -1322,7 +1322,8 @@ bool AnimationNodeStateMachine::are_ends_reset() const {
|
|||
|
||||
bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const {
|
||||
if (states.has(p_name)) {
|
||||
return !(states[p_name].node->is_class("AnimationNodeStartState") || states[p_name].node->is_class("AnimationNodeEndState"));
|
||||
const AnimationNode *anode = states[p_name].node.ptr();
|
||||
return !(Object::cast_to<AnimationNodeStartState>(anode) || Object::cast_to<AnimationNodeEndState>(anode));
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
|
|||
|
|
@ -523,9 +523,6 @@ void register_scene_types() {
|
|||
GDREGISTER_CLASS(AnimationNodeStateMachinePlayback);
|
||||
GDREGISTER_VIRTUAL_CLASS(AnimationNodeExtension);
|
||||
|
||||
GDREGISTER_INTERNAL_CLASS(AnimationNodeStartState);
|
||||
GDREGISTER_INTERNAL_CLASS(AnimationNodeEndState);
|
||||
|
||||
GDREGISTER_CLASS(AnimationNodeSync);
|
||||
GDREGISTER_CLASS(AnimationNodeStateMachineTransition);
|
||||
GDREGISTER_CLASS(AnimationNodeOutput);
|
||||
|
|
|
|||
Loading…
Reference in New Issue