A very simple group implementation.

Constructor

new()

Variables

@:value([])members:Array<T> = []

@:value(new FlxTypedSignalImpl())finalonMemberAdded:FlxTypedSignalImpl<(member:T) ‑> Void> = new FlxTypedSignalImpl()

@:value(new FlxTypedSignalImpl())finalonMemberRemoved:FlxTypedSignalImpl<(member:T) ‑> Void> = new FlxTypedSignalImpl()

read onlylength:Int

Methods

add(member:T):T

insert(pos:Int, member:T):T

@:value({ splice : false })remove(member:T, splice:Bool = false):T

@:value({ index : -1 })setOrder(member:T, index:Int = -1):T

Changes the index of a member so it's processed before or after other members

If index is smaller than 0, the member will move to the start of the list.

If the index exceeds member count, the member will move to the end of the list.

Note: If there index is a free null space, the object will occupy it.

Note 2: This doesn't affect anything visually aside from transformations, if you want members to show over other members, configure their materials or render passes

getByName(name:String):Array<T>

getFirstByName(name:String):T

@:value({ recurse : false })inlineforEach(func:(member:T) ‑> Void, recurse:Bool = false):Void

inlineiterator():ArrayIterator<T>

inlinekeyValueIterator():ArrayKeyValueIterator<T>

privateget_length():Int

Inherited Variables

Defined by FoxBasic

@:value("FoxBasic")name:String = "FoxBasic"

@:value(true)visible:Bool = true

@:value(true)active:Bool = true

@:value(null)scene:FoxScene = null

@:value(false)__destroyed:Bool = false

animation:FoxAnimationPlayer

An animation controller for this basic. Although properties have to be manually linked, this is intended to be a general-purpose animator for this object

Inherited Methods

Defined by FoxBasic

privateset_visible(v:Bool):Bool