Added a small sanity check so we don't pointlessly throw an error when expanding an Entity's component stack in the scene tree.

This commit is contained in:
Areloch 2016-05-21 14:44:24 -05:00
parent 6517b86491
commit 04adb9f240

View file

@ -3795,16 +3795,19 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
//We check if our object is an entity, and if it is, we call a 'onInspect' function. //We check if our object is an entity, and if it is, we call a 'onInspect' function.
//This function is pretty much a special notifier to the entity so if it has any behaviors that do special //This function is pretty much a special notifier to the entity so if it has any behaviors that do special
//stuff in the editor, it can fire that up //stuff in the editor, it can fire that up
Entity* e = dynamic_cast<Entity*>(item->getObject()); if (item->isInspectorData())
if (item->mScriptInfo.mText != StringTable->insert("Components"))
{ {
Entity* e = dynamic_cast<Entity*>(item->getObject()); Entity* e = dynamic_cast<Entity*>(item->getObject());
if (e) if (item->mScriptInfo.mText != StringTable->insert("Components"))
{ {
if (item->isExpanded()) Entity* e = dynamic_cast<Entity*>(item->getObject());
e->onInspect(); if (e)
else {
e->onEndInspect(); if (item->isExpanded())
e->onInspect();
else
e->onEndInspect();
}
} }
} }
#endif #endif