Fix validation bug and improve color contrast
- Fixed validation error by checking TYPE_DICTIONARY instead of is_empty() - Removed hardcoded colors, using Godot's built-in theme colors instead
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@@ -77,7 +77,6 @@ func _ready() -> void:
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room_filter_label = Label.new()
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room_filter_label.text = "Showing all rooms"
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room_filter_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
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left_vbox.add_child(room_filter_label)
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room_list = ItemList.new()
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@@ -105,7 +104,6 @@ func _ready() -> void:
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# Status label
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status_label = Label.new()
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status_label.text = ""
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status_label.add_theme_color_override("font_color", Color(1, 0.5, 0.2))
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content_vbox.add_child(status_label)
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# Buttons
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@@ -208,7 +206,7 @@ func _validate_selection() -> void:
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return
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var arrival_data = arrival_list.get_item_metadata(arrival_idx[0])
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if arrival_data == null or arrival_data.is_empty():
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if arrival_data == null or typeof(arrival_data) != TYPE_DICTIONARY:
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apply_button.disabled = true
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status_label.text = "Invalid arrival point selected"
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return
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@@ -266,7 +264,11 @@ func _update_bidirectional_connection(dest_scene_path: String, arrival_node_name
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Update the destination scene to create/update the return transition.
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Returns empty string on success, error message on failure.
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"""
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var current_scene_path = transition_piece.get_tree().edited_scene_root.scene_file_path
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var current_scene = EditorInterface.get_edited_scene_root()
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if current_scene == null:
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return "Could not determine current scene"
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var current_scene_path = current_scene.scene_file_path
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var current_room_name = transition_piece.name
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# Load destination packed scene
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