Add ActiveOnly parameter to Level::GetActors
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@@ -1564,12 +1564,14 @@ Script* Level::FindScript(const MClass* type)
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namespace
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namespace
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{
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{
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void GetActors(const MClass* type, Actor* actor, Array<Actor*>& result)
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void GetActors(const MClass* type, Actor* actor, bool activeOnly, Array<Actor*>& result)
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{
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{
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if (activeOnly && !actor->GetIsActive())
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return;
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if (actor->GetClass()->IsSubClassOf(type))
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if (actor->GetClass()->IsSubClassOf(type))
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result.Add(actor);
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result.Add(actor);
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for (auto child : actor->Children)
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for (auto child : actor->Children)
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GetActors(type, child, result);
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GetActors(type, child, activeOnly, result);
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}
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}
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void GetScripts(const MClass* type, Actor* actor, Array<Script*>& result)
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void GetScripts(const MClass* type, Actor* actor, Array<Script*>& result)
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@@ -1582,13 +1584,13 @@ namespace
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}
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}
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}
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}
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Array<Actor*> Level::GetActors(const MClass* type)
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Array<Actor*> Level::GetActors(const MClass* type, bool activeOnly)
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{
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{
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Array<Actor*> result;
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Array<Actor*> result;
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CHECK_RETURN(type, result);
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CHECK_RETURN(type, result);
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ScopeLock lock(ScenesLock);
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ScopeLock lock(ScenesLock);
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for (int32 i = 0; i < Scenes.Count(); i++)
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for (int32 i = 0; i < Scenes.Count(); i++)
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::GetActors(type, Scenes[i], result);
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::GetActors(type, Scenes[i], activeOnly, result);
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return result;
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return result;
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}
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}
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@@ -119,10 +119,11 @@ namespace FlaxEngine
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/// Finds all the actors of the given type in all the loaded scenes.
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/// Finds all the actors of the given type in all the loaded scenes.
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/// </summary>
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/// </summary>
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/// <typeparam name="T">Type of the object.</typeparam>
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/// <typeparam name="T">Type of the object.</typeparam>
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/// <typeparam name="activeOnly">Finds only active actors.</typeparam>
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/// <returns>Found actors list.</returns>
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/// <returns>Found actors list.</returns>
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public static T[] GetActors<T>() where T : Actor
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public static T[] GetActors<T>(bool activeOnly = false) where T : Actor
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{
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{
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var actors = GetActors(typeof(T));
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var actors = GetActors(typeof(T), activeOnly);
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var result = new T[actors.Length];
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var result = new T[actors.Length];
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for (int i = 0; i < actors.Length; i++)
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for (int i = 0; i < actors.Length; i++)
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result[i] = actors[i] as T;
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result[i] = actors[i] as T;
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@@ -460,8 +460,9 @@ public:
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/// Finds all the actors of the given type in all the loaded scenes.
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/// Finds all the actors of the given type in all the loaded scenes.
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/// </summary>
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/// </summary>
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/// <param name="type">Type of the actor to search for. Includes any actors derived from the type.</param>
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/// <param name="type">Type of the actor to search for. Includes any actors derived from the type.</param>
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/// <param name="activeOnly">Finds only active actors in the scene.</param>
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/// <returns>Found actors list.</returns>
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/// <returns>Found actors list.</returns>
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API_FUNCTION() static Array<Actor*> GetActors(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type);
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API_FUNCTION() static Array<Actor*> GetActors(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, bool activeOnly = false);
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/// <summary>
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/// <summary>
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/// Finds all the scripts of the given type in all the loaded scenes.
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/// Finds all the scripts of the given type in all the loaded scenes.
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