Let Spawn take an asset over an edge and find a child by name (#237)
An asset could only be picked as a setting on the Spawn node. It could not be wired in, held in a variable or put into a list. Finding an object below the own one needed a scene-wide search by name. - "Asset" is now a kind like Animation or Sound: port, variable, list item and a new "Asset" literal node, with its own cube icon. - Spawn and Is asset have an `asset` input. It uses the key of the old setting, so a saved asset reads as the value of the input and older projects keep spawning without a migration. - New node "Child by name" searches below an object level by level. A child wins over a grandchild of the same name. Nothing found or no object gives null. Tests: - ./check.sh: 168 files, 2453 tests, CHECK EXIT 0. - 9 new unit tests in tests/core/asset-kind.test.ts, catalog cases for Spawn, Is asset, Child by name and the literal. - e2e 6z-ii (2 checks): node rows and a real drag of the literal onto `asset`. e2e 6: 119 checks passed. Spawn checks in 3 and 9 passed. - Counter-checks: depth-first search fails 1, Spawn reading only the old setting fails 3, runtime ignoring the parent fails 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
1b3cb625a3
commit
923baf2557
18 files changed
+345
-24
No files matched your search
@@ -224,6 +224,7 @@ export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
|
||||
logs,
|
||||
stopped: false,
|
||||
findByName: () => null,
|
||||
childByName: () => null,
|
||||
isKeyDown: () => false,
|
||||
pointer: { ...NO_POINTER },
|
||||
hitTest: () => false,
|
||||
|
||||
Reference in new issue
Block a user