Get Children With Script

Have really been enjoying working with the AngelScript API of Urho3D, It makes prototyping very very fast :smiley: .
Can the GetChildrenWithScipt(scriptObjectName, true/false) method of nodes and scene be modified to return scriptObject interfaces of base class when the specified script object name is that of a base class.
For example :

    class A : ScriptObject
    {
        ...
    }

    class B : A
    {
        ...
    }

    class C: A
    {
        ...
    }

Then in your code you create script objects of B and C into Nodes. When you call

    scene.GetChildrenWithScript("A", true)

the returned array contains class A handles (or interface) for both B and C

This code has been added to master branch with slight modifications. Thanks!

I tried again but it seems not to work :confused:

Thanks Sinoid and Cadaver, Iā€™ve tested it out and it works good :smiley:

Okay, so I got a bit adventurous and realized that I needed a similar function at the C++ end which in this scenario is to get children with derived components :wink: A little addition to Node.h did the trick

Add to Node.h the following methods (I figured out that using template was the easiest way to get it to work)

template <class T> bool Node::HasDerivedComponent() const 
{ 
	T* component = GetDerivedComponent<T>();
	if(component)
	   return true;
	else
	   return false;
}

template <class T> void Node::GetChildrenWithDerivedComponent(PODVector<Node*>& dest, bool recursive) const
{
    dest.Clear();

    if (!recursive)
    {
        for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
        {
            if ((*i)->HasDerivedComponent<T>())
                dest.Push(*i);
        }
    }
    else
        GetChildrenWithDerivedComponentRecursive<T>(dest);
}

template <class T> void Node::GetChildrenWithDerivedComponentRecursive(PODVector<Node*>& dest) const
{
	for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
    {
        Node* node = *i;
        if (node->HasDerivedComponent<T>())
            dest.Push(node);
        if (!node->children_.Empty())
            node->GetChildrenWithDerivedComponentRecursive<T>(dest);
    }
}

In line with the ā€œGetChildrenWithComponentRecursiveā€ method ā€œGetChildrenWithDerivedComponentRecursiveā€ has private access