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This PR adds LINQ to tree support for Godot's node tree.
I copied Unity's LINQ to tree support and modified them for Godot. I tested it on Godot 4.4.
I'm worried about the way to change the behavior of NodeTraversable.
It uses includeWindow field to decide whether it traverses over a root Window or not.
Thank you very much!
I'm glad you like the Godot support suggestion.
Regarding the includeWindow feature, it seems to only affect Ancestors, which I think creates a good balance in terms of usability.
I'll merge it right before the next release and include it in the release.
Thank you for reviewing.
Could you wait for my next commit? I completely forgot child windows like pop-ups. I think we should not ignore windows in Godot, so I'll remove the includeWindow option.
Thank you.
Since there are major changes in #28, the Traversable interface will change significantly.
I'd like to merge this before conflicts occur, then adapt it to the new interface before releasing.
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This PR adds LINQ to tree support for Godot's node tree.
I copied Unity's LINQ to tree support and modified them for Godot. I tested it on Godot 4.4.
I'm worried about the way to change the behavior of
NodeTraversable.It uses
includeWindowfield to decide whether it traverses over a rootWindowor not.ZLinq/src/ZLinq.Godot/NodeTraversable.cs
Line 15 in 50180a8
ZLinq/src/ZLinq.Godot/NodeTraversable.cs
Lines 29 to 42 in 50180a8
Is it OK? or should I make a dedicated struct like
NodeTraversableIncludingWindow?