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78 lines
2.4 KiB
78 lines
2.4 KiB
using System;
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using System.Collections.Generic;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Util;
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public static class NodeExtension
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{
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/// <summary>
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/// Searches for a parent node of the specified type.
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/// </summary>
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/// <typeparam name="T">The type of the parent node to search for. The search is successful, when <code>searchedNode is T</code></typeparam>
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/// <param name="self">The node from which to start the search.</param>
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/// <returns>The parent node of type T if found, otherwise throws an exception.</returns>
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public static T FindParentByType<T>(this Node self)
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{
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var parent = self.GetParent();
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while (parent != null)
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{
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if (parent is T tParent)
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{
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return tParent;
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}
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parent = parent.GetParent();
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}
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throw new Exception($"Parent of type {typeof(T)} not found for node {self.Name}");
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}
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//acts like Unity's GetComponent<T> / GetComponentInChildren<T>
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// only works with Godot's built-in types.
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public static T GetChildByType<T>(this Node node, bool recursive = true)
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where T : Node
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{
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int childCount = node.GetChildCount();
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for (int i = 0; i < childCount; i++)
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{
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Node child = node.GetChild(i);
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if (child is T childT)
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return childT;
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if (recursive && child.GetChildCount() > 0)
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{
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T recursiveResult = child.GetChildByType<T>(true);
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if (recursiveResult != null)
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return recursiveResult;
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}
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}
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return null;
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}
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/// <summary>
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/// Another reimplementation of Unity's GetComponent<T>.
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/// Verified to work with all types, also derived ones, but only when used from within a scene and at runtime.
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/// </summary>
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/// <param name="node"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static T GetComponent<T>(Node node)
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{
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if (node is T)
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{
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return (T)(object)node;
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}
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foreach (Node child in node.GetChildren())
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{
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if (child is T)
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{
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return (T)(object)child;
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}
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}
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return (T)(object)null;
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}
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}
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