Added ActiveInHierarchy property to Scene Nodes #293
|
@ -310,6 +310,27 @@ namespace SHADE
|
|||
SHEventManager::BroadcastEvent<SHSceneGraphChangeParentEvent>(EVENT_DATA, SH_SCENEGRAPH_CHANGE_PARENT_EVENT);
|
||||
}
|
||||
|
||||
void SHSceneGraph::SetActive(EntityID entityID, bool isActive) noexcept
|
||||
{
|
||||
////////////////////////////////////////
|
||||
// Error handling
|
||||
if (!SHEntityManager::IsValidEID(entityID))
|
||||
{
|
||||
SHLOG_ERROR("Entity {} is invalid!", entityID)
|
||||
return;
|
||||
}
|
||||
|
||||
const auto NODE_ITER = entityNodeMap.find(entityID);
|
||||
if (NODE_ITER == entityNodeMap.end())
|
||||
{
|
||||
SHLOG_ERROR("Entity {} cannot be found in the scene!", entityID)
|
||||
return;
|
||||
}
|
||||
////////////////////////////////////////
|
||||
|
||||
NODE_ITER->second->SetActive(isActive);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -68,6 +68,8 @@ namespace SHADE
|
|||
void SetParent (EntityID entityID, SHSceneNode* newParent) noexcept;
|
||||
void SetParent (EntityID entityID, EntityID newParent) noexcept;
|
||||
|
||||
void SetActive (EntityID entityID, bool isActive) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -145,6 +145,10 @@ namespace SHADE
|
|||
active = newActiveState;
|
||||
isActiveInHierarchy = newActiveState;
|
||||
|
||||
// Set the entity's active state
|
||||
// TODO(Daniel / Diren): Sync it based on active in hierarchy or active state.
|
||||
SHEntityManager::GetEntityByID(entityID)->SetActive(active);
|
||||
|
||||
// Recurse down the children to set the active in hierarchy state
|
||||
recursiveSetActiveInHierarchy(active, children);
|
||||
}
|
||||
|
|
|
@ -76,7 +76,13 @@ namespace SHADE
|
|||
{
|
||||
if (!valid)
|
||||
throw gcnew System::NullReferenceException();
|
||||
return GetNativeEntity().GetActive();
|
||||
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity());
|
||||
if (!node)
|
||||
{
|
||||
Debug::LogWarning("Attempting to access a GameObject's Active state which does not exist. Assuming inactive.");
|
||||
return false;
|
||||
}
|
||||
return node->IsActive();
|
||||
}
|
||||
bool GameObject::IsActiveInHierarchy::get()
|
||||
{
|
||||
|
@ -88,7 +94,7 @@ namespace SHADE
|
|||
Debug::LogWarning("Attempting to access a GameObject's ActiveInHierarchy state which does not exist. Assuming inactive.");
|
||||
return false;
|
||||
}
|
||||
return node->IsActive();
|
||||
return node->IsActiveInHierarchy();
|
||||
}
|
||||
Entity GameObject::EntityId::get()
|
||||
{
|
||||
|
@ -148,7 +154,8 @@ namespace SHADE
|
|||
{
|
||||
if (!valid)
|
||||
throw gcnew System::NullReferenceException();
|
||||
GetNativeEntity().SetActive(active);
|
||||
|
||||
SHSceneManager::GetCurrentSceneGraph().SetActive(GetEntity(), active);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue