2024-05-04 08:26:16 +00:00
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using Godot;
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namespace Rokojori
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{
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public class Nodes
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{
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public static T GetSibling<T>( Node node ) where T:Node
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{
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if ( node == null )
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{
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return null;
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}
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var parent = node.GetParent();
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if ( parent == null )
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{
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return null;
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}
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return GetDirectChild<T>( parent );
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}
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public static T GetDirectChild<T>( Node parent ) where T:Node
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{
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if ( parent == null )
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{
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return null;
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}
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var numChildren = parent.GetChildCount();
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for ( int i = 0; i < numChildren; i++ )
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{
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var node = parent.GetChild( i );
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if ( node is T )
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{
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2024-05-12 17:03:20 +00:00
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return (T) node;
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2024-05-04 08:26:16 +00:00
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}
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}
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return null;
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}
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2024-05-12 17:03:20 +00:00
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public static void ForEachDirectChild<T>( Node parent, System.Action<T> action ) where T:Node
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{
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if ( parent == null || action == null )
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{
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return;
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}
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var numChildren = parent.GetChildCount();
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for ( int i = 0; i < numChildren; i++ )
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{
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var node = parent.GetChild( i );
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if ( ! ( node is T ) )
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{
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continue;
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}
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action( node as T );
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}
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}
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2024-05-04 08:26:16 +00:00
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static NodesWalker nodesWalker = new NodesWalker();
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public static T GetAnyChild<T>( Node parent ) where T:Node
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{
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return (T) nodesWalker.Find( parent, ( n )=> n is T, true );
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2024-05-05 07:52:06 +00:00
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}
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/*
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2024-05-04 08:26:16 +00:00
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public static void Enable( Node n, bool affectProcess = true, bool affectPhysicsProcess = true, bool affectInput = true )
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{
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SetState.SetStateOfNode( NodeStateType.Enabled, n, affectProcess, affectPhysicsProcess, affectInput );
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}
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public static void Disable( Node n, bool affectProcess = true, bool affectPhysicsProcess = true, bool affectInput = true )
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{
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SetState.SetStateOfNode( NodeStateType.Disabled, n, affectProcess, affectPhysicsProcess, affectInput );
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}
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2024-05-12 17:03:20 +00:00
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*/
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2024-05-04 08:26:16 +00:00
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public static void Iterate( Node[] nodes, System.Action<Node> callback )
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{
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for ( int i = 0; i < nodes.Length; i++ )
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{
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nodesWalker.Iterate( nodes[ i ], callback );
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}
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}
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2024-05-05 07:52:06 +00:00
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2024-05-12 17:03:20 +00:00
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2024-05-04 08:26:16 +00:00
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}
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}
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