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- using Godot;
- using System.Collections.Generic;
- #if REAL_T_IS_DOUBLE
- using real_t = System.Double;
- #else
- using real_t = System.Single;
- #endif
- /// <summary>
- /// Assigns Z-index values to Node25D children.
- /// </summary>
- [Tool] // Commented out because it sometimes crashes the editor when running the game...
- public partial class YSort25D : Node // Note: NOT Node2D, Node25D, or Node2D
- {
- /// <summary>
- /// Whether or not to automatically call Sort() in _Process().
- /// </summary>
- [Export]
- public bool sortEnabled = true;
- public override void _Process(real_t delta)
- {
- if (sortEnabled)
- {
- Sort();
- }
- }
- /// <summary>
- /// Call this method in _Process, or whenever you want to sort children.
- /// </summary>
- public void Sort()
- {
- var children = GetParent().GetChildren();
- if (children.Count > 4000)
- {
- GD.PrintErr("Sorting failed: Max number of YSort25D nodes is 4000.");
- }
- List<Node25D> node25dChildren = new List<Node25D>();
- foreach (Node n in children)
- {
- if (n is Node25D node25d)
- {
- node25dChildren.Add(node25d);
- }
- }
- node25dChildren.Sort();
- int zIndex = -4000;
- for (int i = 0; i < node25dChildren.Count; i++)
- {
- node25dChildren[i].ZIndex = zIndex;
- // Increment by 2 each time, to allow for shadows in-between.
- // This does mean that we have a limit of 4000 total sorted Node25Ds.
- zIndex += 2;
- }
- }
- }
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