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Change 'find_node' to 'find_nodes' and Add 'type' parameter

Changed 'find_node' to 'find_nodes' which now returns an 'TypedArray<Node>', as well as Added a 'type' parameter to match against specific node types, which supports inheritance.
diddykonga 3 年之前
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78dc608aa8
共有 4 個文件被更改,包括 42 次插入20 次删除
  1. 10 7
      doc/classes/Node.xml
  2. 3 2
      editor/import/scene_import_settings.cpp
  3. 28 10
      scene/main/node.cpp
  4. 1 1
      scene/main/node.h

+ 10 - 7
doc/classes/Node.xml

@@ -181,16 +181,19 @@
 				[b]Note:[/b] It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.
 			</description>
 		</method>
-		<method name="find_node" qualifiers="const">
-			<return type="Node" />
+		<method name="find_nodes" qualifiers="const">
+			<return type="Node[]" />
 			<argument index="0" name="mask" type="String" />
-			<argument index="1" name="recursive" type="bool" default="true" />
-			<argument index="2" name="owned" type="bool" default="true" />
+			<argument index="1" name="type" type="String" default="&quot;&quot;" />
+			<argument index="2" name="recursive" type="bool" default="true" />
+			<argument index="3" name="owned" type="bool" default="true" />
 			<description>
-				Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). Returns [code]null[/code] if no matching [Node] is found.
-				[b]Note:[/b] It does not match against the full path, just against individual node names.
+				Finds descendants of this node whose, name matches [code]mask[/code] as in [method String.match], and/or type matches [code]type[/code] as in [method Object.is_class].
+				[code]mask[/code] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
+				[code]type[/code] will check equality or inheritance. It is case-sensitive, [code]"Object"[/code] will match a node whose type is [code]"Node"[/code] but not the other way around.
 				If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
-				[b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.
+				Returns an empty array, if no matching nodes are found.
+				[b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get references to other nodes. To avoid using [method find_nodes] too often, consider caching the node references into variables.
 			</description>
 		</method>
 		<method name="find_parent" qualifiers="const">

+ 3 - 2
editor/import/scene_import_settings.cpp

@@ -377,9 +377,10 @@ void SceneImportSettings::_update_view_gizmos() {
 			continue;
 		}
 
-		MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(mesh_node->find_node("collider_view"));
-		CRASH_COND_MSG(collider_view == nullptr, "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`.");
+		TypedArray<Node> descendants = mesh_node->find_nodes("collider_view", "MeshInstance3D");
+		CRASH_COND_MSG(descendants.is_empty(), "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`.");
 
+		MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(descendants[0].operator Object *());
 		collider_view->set_visible(generate_collider);
 		if (generate_collider) {
 			// This collider_view doesn't have a mesh so we need to generate a new one.

+ 28 - 10
scene/main/node.cpp

@@ -1344,27 +1344,45 @@ bool Node::has_node(const NodePath &p_path) const {
 	return get_node_or_null(p_path) != nullptr;
 }
 
-Node *Node::find_node(const String &p_mask, bool p_recursive, bool p_owned) const {
+TypedArray<Node> Node::find_nodes(const String &p_mask, const String &p_type, bool p_recursive, bool p_owned) const {
+	TypedArray<Node> ret;
+	ERR_FAIL_COND_V(p_mask.is_empty() && p_type.is_empty(), ret);
+
 	Node *const *cptr = data.children.ptr();
 	int ccount = data.children.size();
 	for (int i = 0; i < ccount; i++) {
 		if (p_owned && !cptr[i]->data.owner) {
 			continue;
 		}
-		if (cptr[i]->data.name.operator String().match(p_mask)) {
-			return cptr[i];
+
+		if (!p_mask.is_empty()) {
+			if (!cptr[i]->data.name.operator String().match(p_mask)) {
+				continue;
+			} else if (p_type.is_empty()) {
+				ret.append(cptr[i]);
+			}
 		}
 
-		if (!p_recursive) {
-			continue;
+		if (cptr[i]->is_class(p_type)) {
+			ret.append(cptr[i]);
+		} else if (cptr[i]->get_script_instance()) {
+			Ref<Script> script = cptr[i]->get_script_instance()->get_script();
+			while (script.is_valid()) {
+				if ((ScriptServer::is_global_class(p_type) && ScriptServer::get_global_class_path(p_type) == script->get_path()) || p_type == script->get_path()) {
+					ret.append(cptr[i]);
+					break;
+				}
+
+				script = script->get_base_script();
+			}
 		}
 
-		Node *ret = cptr[i]->find_node(p_mask, true, p_owned);
-		if (ret) {
-			return ret;
+		if (p_recursive) {
+			ret.append_array(cptr[i]->find_nodes(p_mask, p_type, true, p_owned));
 		}
 	}
-	return nullptr;
+
+	return ret;
 }
 
 Node *Node::get_parent() const {
@@ -2706,7 +2724,7 @@ void Node::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_node", "path"), &Node::get_node);
 	ClassDB::bind_method(D_METHOD("get_node_or_null", "path"), &Node::get_node_or_null);
 	ClassDB::bind_method(D_METHOD("get_parent"), &Node::get_parent);
-	ClassDB::bind_method(D_METHOD("find_node", "mask", "recursive", "owned"), &Node::find_node, DEFVAL(true), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("find_nodes", "mask", "type", "recursive", "owned"), &Node::find_nodes, DEFVAL(""), DEFVAL(true), DEFVAL(true));
 	ClassDB::bind_method(D_METHOD("find_parent", "mask"), &Node::find_parent);
 	ClassDB::bind_method(D_METHOD("has_node_and_resource", "path"), &Node::has_node_and_resource);
 	ClassDB::bind_method(D_METHOD("get_node_and_resource", "path"), &Node::_get_node_and_resource);

+ 1 - 1
scene/main/node.h

@@ -299,7 +299,7 @@ public:
 	bool has_node(const NodePath &p_path) const;
 	Node *get_node(const NodePath &p_path) const;
 	Node *get_node_or_null(const NodePath &p_path) const;
-	Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
+	TypedArray<Node> find_nodes(const String &p_mask, const String &p_type = "", bool p_recursive = true, bool p_owned = true) const;
 	bool has_node_and_resource(const NodePath &p_path) const;
 	Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;