Merge pull request #189 from SHADE-DP/SP3-6-c-scripting
GameObjects now provide access to children
This commit is contained in:
commit
6fc9f804b5
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@ -27,6 +27,11 @@ public class RaccoonShowcase : Script
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Debug.LogError("Transform is NULL!");
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}
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foreach (var child in Owner)
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{
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Debug.Log(child.Name);
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}
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originalScale = Transform.LocalScale.z;
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}
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protected override void update()
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@ -318,6 +318,20 @@ namespace SHADE
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return eventData->handle;
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}
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SHEventHandle SHScriptEngine::onSceneNodeChildrenAdded(SHEventPtr eventPtr)
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{
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auto eventData = reinterpret_cast<const SHEventSpec<SHSceneGraphAddChildEvent>*>(eventPtr.get());
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csSceneNodeChildrenChanged(eventData->data->parent->GetEntityID());
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return eventData->handle;
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}
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SHEventHandle SHScriptEngine::onSceneNodeChildrenRemoved(SHEventPtr eventPtr)
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{
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auto eventData = reinterpret_cast<const SHEventSpec<SHSceneGraphRemoveChildEvent>*>(eventPtr.get());
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csSceneNodeChildrenChanged(eventData->data->parent->GetEntityID());
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return eventData->handle;
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}
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/*-----------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*-----------------------------------------------------------------------------------*/
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@ -442,6 +456,12 @@ namespace SHADE
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DEFAULT_CSHARP_NAMESPACE + ".Collider",
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"OnCollisionShapeRemoved"
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);
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csSceneNodeChildrenChanged = dotNet.GetFunctionPtr<CsEventRelayFuncPtr>
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(
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DEFAULT_CSHARP_LIB_NAME,
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DEFAULT_CSHARP_NAMESPACE + ".ChildListCache",
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"OnChildrenChanged"
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);
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csEditorRenderScripts = dotNet.GetFunctionPtr<CsScriptEditorFuncPtr>
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(
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DEFAULT_CSHARP_LIB_NAME,
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@ -464,6 +484,7 @@ namespace SHADE
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void SHScriptEngine::registerEvents()
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{
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/* Entity */
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// Register for entity destroyed event
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std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> destroyedEventReceiver
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{
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@ -471,26 +492,39 @@ namespace SHADE
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};
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SHEventManager::SubscribeTo(SH_ENTITY_DESTROYED_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(destroyedEventReceiver));
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/* Colliders */
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// Register for collider added event
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std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> addedColliderEventReceiver
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{
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std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onColliderAdded)
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};
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SHEventManager::SubscribeTo(SH_PHYSICS_COLLIDER_ADDED_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(addedColliderEventReceiver));
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// Register for collider removed event
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std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> removedColliderEventReceiver
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{
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std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onColliderRemoved)
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};
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SHEventManager::SubscribeTo(SH_PHYSICS_COLLIDER_REMOVED_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(removedColliderEventReceiver));
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// Register for collider component removed event
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std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> removedColliderComponentEventReceiver
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{
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std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onColliderComponentRemoved)
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};
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SHEventManager::SubscribeTo(SH_COMPONENT_REMOVED_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(removedColliderComponentEventReceiver));
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/* SceneGraph */
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// Register for SceneNode child added event
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std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> addChildEventReceiver
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{
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std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onSceneNodeChildrenAdded)
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};
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SHEventManager::SubscribeTo(SH_SCENEGRAPH_ADD_CHILD_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(addChildEventReceiver));
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// Register for SceneNode child removed event
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std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> removeChildEventReceiver
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{
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std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onSceneNodeChildrenRemoved)
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};
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SHEventManager::SubscribeTo(SH_SCENEGRAPH_REMOVE_CHILD_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(removeChildEventReceiver));
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}
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void SHScriptEngine::dumpBuildLog(const std::string_view& buildLogPath)
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@ -267,6 +267,7 @@ namespace SHADE
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// - Events
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CsEventRelayFuncPtr csColliderOnListChanged = nullptr;
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CsEventRelayFuncPtr csColliderOnRemoved = nullptr;
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CsEventRelayFuncPtr csSceneNodeChildrenChanged = nullptr;
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// - Editor
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CsScriptEditorFuncPtr csEditorRenderScripts = nullptr;
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CsFuncPtr csEditorUndo = nullptr;
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@ -279,6 +280,8 @@ namespace SHADE
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SHEventHandle onColliderAdded(SHEventPtr eventPtr);
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SHEventHandle onColliderRemoved(SHEventPtr eventPtr);
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SHEventHandle onColliderComponentRemoved(SHEventPtr eventPtr);
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SHEventHandle onSceneNodeChildrenAdded(SHEventPtr eventPtr);
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SHEventHandle onSceneNodeChildrenRemoved(SHEventPtr eventPtr);
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/*-----------------------------------------------------------------------------*/
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/* Helper Functions */
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@ -0,0 +1,89 @@
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/************************************************************************************//*!
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\file ChildListCache.cxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Nov 11, 2022
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\brief Contains the definition of the functions for the ChildListCache managed
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class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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// Precompiled Headers
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#include "SHpch.h"
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// Primary Header
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#include "ChildListCache.hxx"
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// External Dependencies
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#include "Scene/SHSceneManager.h"
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// Project Headers
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#include "Utility/Debug.hxx"
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Static Usage Functions */
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/*---------------------------------------------------------------------------------*/
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ChildListCache::ChildEnumerable^ ChildListCache::GetChildList(Entity entity)
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{
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// Ignore if invalid
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if (entity == MAX_EID)
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return nullptr;
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// Check if in cache
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if (cachedLists->ContainsKey(entity))
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return cachedLists[entity];
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// Grab the native child list
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auto node = GameObject(entity).GetSceneNode();
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if (!node || node->GetChildren().empty())
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return nullptr;
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// Otherwise
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// - Create the list
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ChildList^ list = gcnew ChildList();
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updateChildList(list, node);
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// - Cache it
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cachedLists[entity] = list;
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return list;
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}
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void ChildListCache::UpdateChildList(Entity entity)
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{
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// Ignore if invalid
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if (entity == MAX_EID)
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return;
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// Check if in cache
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if (!cachedLists->ContainsKey(entity))
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return;
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// Update
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updateChildList(cachedLists[entity], GameObject(entity).GetSceneNode());
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}
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/*---------------------------------------------------------------------------------*/
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/* Event Handling Functions */
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/*---------------------------------------------------------------------------------*/
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void ChildListCache::OnChildrenChanged(EntityID entity)
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{
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SAFE_NATIVE_CALL_BEGIN
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UpdateChildList(entity);
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SAFE_NATIVE_CALL_END_N("SHADE_Managed.ChildListCache")
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}
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*---------------------------------------------------------------------------------*/
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void ChildListCache::updateChildList(ChildList^ list, const SHSceneNode* sceneNode)
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{
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list->Clear();
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for (auto node : sceneNode->GetChildren())
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{
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list->Add(GameObject(node->GetEntityID()));
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}
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}
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}
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@ -0,0 +1,80 @@
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/************************************************************************************//*!
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\file ChildListCache.hxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Nov 11, 2022
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\brief Contains the definition of the ChildListCache managed class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// Project Includes
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#include "GameObject.hxx"
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namespace SHADE { }
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Forward Declarations */
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/*---------------------------------------------------------------------------------*/
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class SHSceneNode;
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/*---------------------------------------------------------------------------------*/
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/* Type Definitions */
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Static class that caches all the lists of children for GameObjects.
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/// </summary>
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private ref class ChildListCache abstract sealed
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Type Definitions */
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/*-----------------------------------------------------------------------------*/
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using ChildList = System::Collections::Generic::List<GameObject>;
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using ChildEnumerable = System::Collections::Generic::IEnumerable<GameObject>;
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using ListMap = System::Collections::Generic::Dictionary<Entity, ChildList^>;
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Static Usage Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Retrieves the children list for the specified Entity.
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/// </summary>
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/// <returns>
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/// Enumerable read only list of an Entity's children. Null if entity is invalid
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/// or there are no children.
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/// </returns>
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static ChildEnumerable^ GetChildList(Entity entity);
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/// <summary>
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/// Updates the children list for the specified Entity if it exists.
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/// </summary>
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static void UpdateChildList(Entity entity);
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/*-----------------------------------------------------------------------------*/
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/* Event Handling Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// To be
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/// </summary>
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static void OnChildrenChanged(EntityID entity);
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private:
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/*-----------------------------------------------------------------------------*/
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/* Static Data Members */
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/*-----------------------------------------------------------------------------*/
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static ListMap^ cachedLists = gcnew ListMap();
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/*-----------------------------------------------------------------------------*/
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/* Helper Functions */
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/*-----------------------------------------------------------------------------*/
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static void updateChildList(ChildList^ list, const SHSceneNode* sceneNode);
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};
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}
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@ -23,6 +23,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Utility/Convert.hxx"
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#include "Scripts/ScriptStore.hxx"
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#include "Utility/Debug.hxx"
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#include "ChildListCache.hxx"
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namespace SHADE
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{
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@ -87,30 +88,43 @@ namespace SHADE
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throw gcnew System::NullReferenceException();
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return entity;
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}
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GameObject^ GameObject::Parent::get()
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GameObject GameObject::Parent::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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const auto* PARENT = NODE->GetParent();
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return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
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return PARENT != ROOT ? GameObject(PARENT->GetEntityID()) : GameObject();
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}
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void GameObject::Parent::set(GameObject^ newParent)
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void GameObject::Parent::set(GameObject newParent)
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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if (newParent == nullptr)
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SCENE_GRAPH.SetParent(entity, nullptr);
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if (newParent)
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SCENE_GRAPH.SetParent(entity, newParent.EntityId);
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else
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SCENE_GRAPH.SetParent(entity, newParent->EntityId);
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SCENE_GRAPH.SetParent(entity, nullptr);
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}
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int GameObject::ChildCount::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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return static_cast<int>(NODE->GetChildren().size());
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}
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/*---------------------------------------------------------------------------------*/
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@ -215,6 +229,90 @@ namespace SHADE
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ScriptStore::RemoveScript<T>(entity);
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}
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/*---------------------------------------------------------------------------------*/
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/* Scene Graph Functions */
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/*---------------------------------------------------------------------------------*/
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void GameObject::DetachChildren()
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{
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// Validity Checks
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if (!valid)
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throw gcnew System::NullReferenceException();
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auto node = GetSceneNode();
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if (!node)
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throw gcnew System::NullReferenceException();
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// Unparent all children to the root
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for (auto child : node->GetChildren())
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{
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SHSceneManager::GetCurrentSceneGraph().SetParent(child->GetEntityID(), nullptr);
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}
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ChildListCache::UpdateChildList(entity);
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}
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GameObject GameObject::GetChild(int index)
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{
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// Validity Checks
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if (!valid)
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throw gcnew System::NullReferenceException();
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auto node = GetSceneNode();
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if (!node)
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throw gcnew System::NullReferenceException();
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auto child = node->GetChild(index);
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return child ? GameObject(child->GetEntityID()) : GameObject();
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}
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System::Collections::Generic::IEnumerable<GameObject>^ GameObject::GetChildren()
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{
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// Validity Checks
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ChildListCache::GetChildList(entity);
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}
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int GameObject::GetSiblingIndex()
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{
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throw gcnew System::NotImplementedException();
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}
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bool GameObject::IsChildOf(GameObject gameObj)
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{
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// Search parents recursively
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auto node = GetSceneNode();
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while (node != nullptr)
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{
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if (node->GetEntityID() == gameObj.entity)
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return true;
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// Go up higher
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node = node->GetParent();
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}
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return false;
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}
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|
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void GameObject::SetAsFirstSibling()
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{
|
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throw gcnew System::NotImplementedException();
|
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}
|
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|
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void GameObject::SetAsLastSibling()
|
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{
|
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throw gcnew System::NotImplementedException();
|
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}
|
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|
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void GameObject::SetSiblingIndex(int index)
|
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{
|
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throw gcnew System::NotImplementedException();
|
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}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
GameObject::operator bool(GameObject gameObj)
|
||||
{
|
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return gameObj.valid;
|
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}
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||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -245,11 +343,15 @@ namespace SHADE
|
|||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/* Helper Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
GameObject::operator bool(GameObject gameObj)
|
||||
SHSceneNode* GameObject::GetSceneNode()
|
||||
{
|
||||
return gameObj.valid;
|
||||
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
||||
const auto* ROOT = SCENE_GRAPH.GetRoot();
|
||||
if (!ROOT)
|
||||
return nullptr;
|
||||
return SCENE_GRAPH.GetNode(entity);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -290,4 +392,21 @@ namespace SHADE
|
|||
{
|
||||
return !(lhs == rhs);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* IEnummerable */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
System::Collections::Generic::IEnumerator<GameObject>^ GameObject::GetEnumerator()
|
||||
{
|
||||
System::Collections::Generic::IEnumerable<GameObject>^ childList = GetChildren();
|
||||
if (childList == nullptr)
|
||||
return System::Linq::Enumerable::Empty<GameObject>()->GetEnumerator();
|
||||
else
|
||||
return childList->GetEnumerator();
|
||||
}
|
||||
|
||||
System::Collections::IEnumerator^ GameObject::GetEnumeratorNonGeneric()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/* Forward Declarations */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
ref class Script;
|
||||
ref class BaseComponent;
|
||||
|
@ -32,8 +32,9 @@ namespace SHADE
|
|||
/// Lightweight object for an Entity that allows for easy access to Component and
|
||||
/// Script operations.
|
||||
/// Can be set to a invalid/null GameObject by default construction.
|
||||
/// Can also be iterated to access children.
|
||||
/// </summary>
|
||||
public value class GameObject : public System::IEquatable<GameObject>
|
||||
public value class GameObject : public System::IEquatable<GameObject>, public System::Collections::Generic::IEnumerable<GameObject>
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -97,10 +98,17 @@ namespace SHADE
|
|||
/// <summary>
|
||||
/// The parent entity for this GameObject.
|
||||
/// </summary>
|
||||
property GameObject^ Parent
|
||||
property GameObject Parent
|
||||
{
|
||||
GameObject^ get();
|
||||
void set(GameObject^);
|
||||
GameObject get();
|
||||
void set(GameObject);
|
||||
}
|
||||
/// <summary>
|
||||
/// Number of Children held by this GameObject
|
||||
/// </summary>
|
||||
property int ChildCount
|
||||
{
|
||||
int get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -120,8 +128,7 @@ namespace SHADE
|
|||
/// <param name="active">
|
||||
/// Whether to activate or deactivate this GameObject.
|
||||
/// </param>
|
||||
void SetActive(bool active);
|
||||
|
||||
void SetActive(bool active);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Component Access Functions */
|
||||
|
@ -214,6 +221,82 @@ namespace SHADE
|
|||
generic<typename T> where T : ref class, Script
|
||||
void RemoveScript();
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Scene Graph Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Unparents all children. Useful if you want to destroy the root of a hierarchy
|
||||
/// without destroying the children.
|
||||
/// </summary>
|
||||
void DetachChildren();
|
||||
/// <summary>
|
||||
/// Returns a child by index.
|
||||
/// </summary>
|
||||
/// <param name="index">Index of the child GameObject to retrieve.</param>
|
||||
/// <returns>
|
||||
/// Handle to the GameObject if the index is valid. Invalid GameObject otherwise.
|
||||
/// </returns>
|
||||
GameObject GetChild(int index);
|
||||
/// <summary>
|
||||
/// Returns a cached enumerable container of child GameObjects of this
|
||||
/// GameObject.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// Enumerable container of child GameObjects of this GameObject. Null if
|
||||
/// ChildCount is 0.
|
||||
/// </returns>
|
||||
System::Collections::Generic::IEnumerable<GameObject>^ GetChildren();
|
||||
/// <summary>
|
||||
/// Gets the sibling index. Use GetSiblingIndex to find out the GameObject’s
|
||||
/// place in this hierarchy. When the sibling index of a GameObject is changed,
|
||||
/// its order in the Hierarchy window will also change.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// Index of this GameObject among the parent GameObject's children.
|
||||
/// </returns>
|
||||
[System::ObsoleteAttribute("Not yet implemented.", true)]
|
||||
int GetSiblingIndex();
|
||||
/// <summary>
|
||||
/// Checks if this GameObject a direct or indirect child of the specified
|
||||
/// GameObject.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// True if this GameObject is a child, deep child (child of a child) or
|
||||
/// identical to this GameObject, otherwise false.
|
||||
/// </returns>
|
||||
bool IsChildOf(GameObject gameObj);
|
||||
/// <summary>
|
||||
/// Move the GameObject to the start of the parent GameObject's children list.
|
||||
/// </summary>
|
||||
[System::ObsoleteAttribute("Not yet implemented.", true)]
|
||||
void SetAsFirstSibling();
|
||||
/// <summary>
|
||||
/// Move the GameObject to the end of the parent GameObject's children list.
|
||||
/// </summary>
|
||||
[System::ObsoleteAttribute("Not yet implemented.", true)]
|
||||
void SetAsLastSibling();
|
||||
/// <summary>
|
||||
/// Move the GameObject to the specified position in the parent GameObject's
|
||||
/// children list. An existing object at that position if any, will be pushed
|
||||
/// to the next index (existing element will be at index + 1).
|
||||
/// </summary>
|
||||
/// <param name="index">
|
||||
/// Position to place this GameObject at in the hierarchy. Clamped to between
|
||||
/// [0, parent.ChildCount].
|
||||
/// </param>
|
||||
[System::ObsoleteAttribute("Not yet implemented.", true)]
|
||||
void SetSiblingIndex(int index);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a GameObject is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">GameObjects to check.</param>
|
||||
/// <returns>True if the GameObject is valid.</returns>
|
||||
static operator bool(GameObject gameObj);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
|
@ -249,13 +332,13 @@ namespace SHADE
|
|||
SHEntity& GetNativeEntity();
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/* Helper Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a GameObject is valid.
|
||||
/// Retrieves the SceneNode for this GameObject's referenced entity.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">GameObjects to check.</param>
|
||||
static operator bool(GameObject gameObj);
|
||||
/// <returns>Pointer to the SceneNode for this GameObject..</returns>
|
||||
SHSceneNode* GetSceneNode();
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -304,6 +387,14 @@ namespace SHADE
|
|||
/// <param name="rhs">Another GameObject to check with.</param>
|
||||
/// <returns>True if both Components are different.</returns>
|
||||
static bool operator!=(GameObject lhs, GameObject rhs);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* IEnummerable */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <inheritdoc/>
|
||||
System::Collections::Generic::IEnumerator<GameObject>^ GetEnumerator() override;
|
||||
/// <inheritdoc/>
|
||||
System::Collections::IEnumerator^ GetEnumeratorNonGeneric() override = System::Collections::IEnumerable::GetEnumerator;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue