add optional parameter to find only active actors on Level.FinActors(tag)

This commit is contained in:
Ruan Lucas
2023-06-21 21:27:38 -04:00
parent 228ef4e130
commit 875dd30d57
2 changed files with 9 additions and 6 deletions

View File

@@ -740,12 +740,14 @@ Actor* FindActorRecursive(Actor* node, const Tag& tag)
return result;
}
void FindActorsRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
if (node->HasTag(tag))
result.Add(node);
for (Actor* child : node->Children)
FindActorsRecursive(child, tag, result);
FindActorsRecursive(child, tag, activeOnly, result);
}
void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, Array<Actor*>& result)
@@ -785,19 +787,19 @@ void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
FindActorRecursive(child, tag, result);
}
Array<Actor*> Level::FindActors(const Tag& tag, Actor* root)
Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
if (root)
{
FindActorsRecursive(root, tag, result);
FindActorsRecursive(root, tag, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursive(scene, tag, result);
FindActorsRecursive(scene, tag, activeOnly, result);
}
return result;
}