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new file mode 100644
index 0000000..e6980cd
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+++ b/Assets/Scripts.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Extensions.meta b/Assets/Scripts/Extensions.meta
new file mode 100644
index 0000000..ce0352d
--- /dev/null
+++ b/Assets/Scripts/Extensions.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Extensions/AsyncOperationExtensions.cs b/Assets/Scripts/Extensions/AsyncOperationExtensions.cs
new file mode 100644
index 0000000..9d36eb7
--- /dev/null
+++ b/Assets/Scripts/Extensions/AsyncOperationExtensions.cs
@@ -0,0 +1,15 @@
+using System.Threading.Tasks;
+using UnityEngine;
+
+public static class AsyncOperationExtensions {
+ ///
+ /// Extension method that converts an AsyncOperation into a Task.
+ ///
+ /// The AsyncOperation to convert.
+ /// A Task that represents the completion of the AsyncOperation.
+ public static Task AsTask(this AsyncOperation asyncOperation) {
+ var tcs = new TaskCompletionSource();
+ asyncOperation.completed += _ => tcs.SetResult(true);
+ return tcs.Task;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/AsyncOperationExtensions.cs.meta b/Assets/Scripts/Extensions/AsyncOperationExtensions.cs.meta
new file mode 100644
index 0000000..4681434
--- /dev/null
+++ b/Assets/Scripts/Extensions/AsyncOperationExtensions.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: b16a49fe5b0b49ddb2bf53acbe1494d4
+timeCreated: 1711810252
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/CameraExtensions.cs b/Assets/Scripts/Extensions/CameraExtensions.cs
new file mode 100644
index 0000000..4627e38
--- /dev/null
+++ b/Assets/Scripts/Extensions/CameraExtensions.cs
@@ -0,0 +1,22 @@
+using UnityEngine;
+
+namespace UnityUtils {
+ public static class CameraExtensions {
+ ///
+ /// Calculates and returns viewport extents with an optional margin. Useful for calculating a frustum for culling.
+ ///
+ /// The camera object this method extends.
+ /// Optional margin to be applied to viewport extents. Default is 0.2, 0.2.
+ /// Viewport extents as a Vector2 after applying the margin.
+ public static Vector2 GetViewportExtentsWithMargin(this Camera camera, Vector2? viewportMargin = null) {
+ Vector2 margin = viewportMargin ?? new Vector2(0.2f, 0.2f);
+
+ Vector2 result;
+ float halfFieldOfView = camera.fieldOfView * 0.5f * Mathf.Deg2Rad;
+ result.y = camera.nearClipPlane * Mathf.Tan(halfFieldOfView);
+ result.x = result.y * camera.aspect + margin.x;
+ result.y += margin.y;
+ return result;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/CameraExtensions.cs.meta b/Assets/Scripts/Extensions/CameraExtensions.cs.meta
new file mode 100644
index 0000000..72914e3
--- /dev/null
+++ b/Assets/Scripts/Extensions/CameraExtensions.cs.meta
@@ -0,0 +1,3 @@
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\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/EnumerableExtensions.cs b/Assets/Scripts/Extensions/EnumerableExtensions.cs
new file mode 100644
index 0000000..4a1bcd0
--- /dev/null
+++ b/Assets/Scripts/Extensions/EnumerableExtensions.cs
@@ -0,0 +1,16 @@
+using System;
+using System.Collections.Generic;
+
+public static class EnumerableExtensions {
+ ///
+ /// Performs an action on each element in the sequence.
+ ///
+ /// The type of elements in the sequence.
+ /// The sequence to iterate over.
+ /// The action to perform on each element.
+ public static void ForEach(this IEnumerable sequence, Action action) {
+ foreach (var item in sequence) {
+ action(item);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/EnumerableExtensions.cs.meta b/Assets/Scripts/Extensions/EnumerableExtensions.cs.meta
new file mode 100644
index 0000000..95364c9
--- /dev/null
+++ b/Assets/Scripts/Extensions/EnumerableExtensions.cs.meta
@@ -0,0 +1,3 @@
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+timeCreated: 1711809697
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/EnumeratorExtensions.cs b/Assets/Scripts/Extensions/EnumeratorExtensions.cs
new file mode 100644
index 0000000..94c453f
--- /dev/null
+++ b/Assets/Scripts/Extensions/EnumeratorExtensions.cs
@@ -0,0 +1,16 @@
+using System.Collections.Generic;
+
+namespace UnityUtils {
+ public static class EnumeratorExtensions {
+ ///
+ /// Converts an IEnumerator to an IEnumerable.
+ ///
+ /// An instance of IEnumerator.
+ /// An IEnumerable with the same elements as the input instance.
+ public static IEnumerable ToEnumerable(this IEnumerator e) {
+ while (e.MoveNext()) {
+ yield return e.Current;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/EnumeratorExtensions.cs.meta b/Assets/Scripts/Extensions/EnumeratorExtensions.cs.meta
new file mode 100644
index 0000000..fbcd1ea
--- /dev/null
+++ b/Assets/Scripts/Extensions/EnumeratorExtensions.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 577bd3be68ba4662a8494a32d675700f
+timeCreated: 1700337433
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/GameObjectExtensions.cs b/Assets/Scripts/Extensions/GameObjectExtensions.cs
new file mode 100644
index 0000000..a4a068b
--- /dev/null
+++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs
@@ -0,0 +1,119 @@
+using UnityEngine;
+using System.Linq;
+
+namespace UnityUtils {
+ public static class GameObjectExtensions {
+ ///
+ /// This method is used to hide the GameObject in the Hierarchy view.
+ ///
+ ///
+ public static void HideInHierarchy(this GameObject gameObject) {
+ gameObject.hideFlags = HideFlags.HideInHierarchy;
+ }
+
+ ///
+ /// Gets a component of the given type attached to the GameObject. If that type of component does not exist, it adds one.
+ ///
+ ///
+ /// This method is useful when you don't know if a GameObject has a specific type of component,
+ /// but you want to work with that component regardless. Instead of checking and adding the component manually,
+ /// you can use this method to do both operations in one line.
+ ///
+ /// The type of the component to get or add.
+ /// The GameObject to get the component from or add the component to.
+ /// The existing component of the given type, or a new one if no such component exists.
+ public static T GetOrAdd(this GameObject gameObject) where T : Component {
+ T component = gameObject.GetComponent();
+ if (!component) component = gameObject.AddComponent();
+
+ return component;
+ }
+
+ ///
+ /// Returns the object itself if it exists, null otherwise.
+ ///
+ ///
+ /// This method helps differentiate between a null reference and a destroyed Unity object. Unity's "== null" check
+ /// can incorrectly return true for destroyed objects, leading to misleading behaviour. The OrNull method use
+ /// Unity's "null check", and if the object has been marked for destruction, it ensures an actual null reference is returned,
+ /// aiding in correctly chaining operations and preventing NullReferenceExceptions.
+ ///
+ /// The type of the object.
+ /// The object being checked.
+ /// The object itself if it exists and not destroyed, null otherwise.
+ public static T OrNull(this T obj) where T : Object => obj ? obj : null;
+
+ ///
+ /// Destroys all children of the game object
+ ///
+ /// GameObject whose children are to be destroyed.
+ public static void DestroyChildren(this GameObject gameObject) {
+ gameObject.transform.DestroyChildren();
+ }
+
+ ///
+ /// Immediately destroys all children of the given GameObject.
+ ///
+ /// GameObject whose children are to be destroyed.
+ public static void DestroyChildrenImmediate(this GameObject gameObject) {
+ gameObject.transform.DestroyChildrenImmediate();
+ }
+
+ ///
+ /// Enables all child GameObjects associated with the given GameObject.
+ ///
+ /// GameObject whose child GameObjects are to be enabled.
+ public static void EnableChildren(this GameObject gameObject) {
+ gameObject.transform.EnableChildren();
+ }
+
+ ///
+ /// Disables all child GameObjects associated with the given GameObject.
+ ///
+ /// GameObject whose child GameObjects are to be disabled.
+ public static void DisableChildren(this GameObject gameObject) {
+ gameObject.transform.DisableChildren();
+ }
+
+ ///
+ /// Resets the GameObject's transform's position, rotation, and scale to their default values.
+ ///
+ /// GameObject whose transformation is to be reset.
+ public static void ResetTransformation(this GameObject gameObject) {
+ gameObject.transform.Reset();
+ }
+
+ ///
+ /// Returns the hierarchical path in the Unity scene hierarchy for this GameObject.
+ ///
+ /// The GameObject to get the path for.
+ /// A string representing the full hierarchical path of this GameObject in the Unity scene.
+ /// This is a '/'-separated string where each part is the name of a parent, starting from the root parent and ending
+ /// with the name of the specified GameObjects parent.
+ public static string Path(this GameObject gameObject) {
+ return "/" + string.Join("/",
+ gameObject.GetComponentsInParent().Select(t => t.name).Reverse().ToArray());
+ }
+
+ ///
+ /// Returns the full hierarchical path in the Unity scene hierarchy for this GameObject.
+ ///
+ /// The GameObject to get the path for.
+ /// A string representing the full hierarchical path of this GameObject in the Unity scene.
+ /// This is a '/'-separated string where each part is the name of a parent, starting from the root parent and ending
+ /// with the name of the specified GameObject itself.
+ public static string PathFull(this GameObject gameObject) {
+ return gameObject.Path() + "/" + gameObject.name;
+ }
+
+ ///
+ /// Recursively sets the provided layer for this GameObject and all of its descendants in the Unity scene hierarchy.
+ ///
+ /// The GameObject to set layers for.
+ /// The layer number to set for GameObject and all of its descendants.
+ public static void SetLayersRecursively(this GameObject gameObject, int layer) {
+ gameObject.layer = layer;
+ gameObject.transform.ForEveryChild(child => child.gameObject.SetLayersRecursively(layer));
+ }
+ }
+}
diff --git a/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta
new file mode 100644
index 0000000..73333a9
--- /dev/null
+++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta
@@ -0,0 +1,3 @@
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+timeCreated: 1700333454
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/LayerMaskExtensions.cs b/Assets/Scripts/Extensions/LayerMaskExtensions.cs
new file mode 100644
index 0000000..799e093
--- /dev/null
+++ b/Assets/Scripts/Extensions/LayerMaskExtensions.cs
@@ -0,0 +1,13 @@
+using UnityEngine;
+
+public static class LayerMaskExtensions {
+ ///
+ /// Checks if the given layer number is contained in the LayerMask.
+ ///
+ /// The LayerMask to check.
+ /// The layer number to check if it is contained in the LayerMask.
+ /// True if the layer number is contained in the LayerMask, otherwise false.
+ public static bool Contains(this LayerMask mask, int layerNumber) {
+ return mask == (mask | (1 << layerNumber));
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/LayerMaskExtensions.cs.meta b/Assets/Scripts/Extensions/LayerMaskExtensions.cs.meta
new file mode 100644
index 0000000..5e633ae
--- /dev/null
+++ b/Assets/Scripts/Extensions/LayerMaskExtensions.cs.meta
@@ -0,0 +1,3 @@
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+timeCreated: 1710728611
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/ListExtensions.cs b/Assets/Scripts/Extensions/ListExtensions.cs
new file mode 100644
index 0000000..99d23e7
--- /dev/null
+++ b/Assets/Scripts/Extensions/ListExtensions.cs
@@ -0,0 +1,42 @@
+using System.Collections.Generic;
+using System.Linq;
+
+namespace UnityUtils {
+ public static class ListExtensions {
+ ///
+ /// Determines whether a collection is null or has no elements
+ /// without having to enumerate the entire collection to get a count.
+ ///
+ /// Uses LINQ's Any() method to determine if the collection is empty,
+ /// so there is some GC overhead.
+ ///
+ /// List to evaluate
+ public static bool IsNullOrEmpty(this IList list) {
+ return list == null || !list.Any();
+ }
+
+ ///
+ /// Creates a new list that is a copy of the original list.
+ ///
+ /// The original list to be copied.
+ /// A new list that is a copy of the original list.
+ public static List Clone(this IList list) {
+ List newList = new List();
+ foreach (T item in list) {
+ newList.Add(item);
+ }
+
+ return newList;
+ }
+
+ ///
+ /// Swaps two elements in the list at the specified indices.
+ ///
+ /// The list.
+ /// The index of the first element.
+ /// The index of the second element.
+ public static void Swap(this IList list, int indexA, int indexB) {
+ (list[indexA], list[indexB]) = (list[indexB], list[indexA]);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/ListExtensions.cs.meta b/Assets/Scripts/Extensions/ListExtensions.cs.meta
new file mode 100644
index 0000000..44872c2
--- /dev/null
+++ b/Assets/Scripts/Extensions/ListExtensions.cs.meta
@@ -0,0 +1,3 @@
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diff --git a/Assets/Scripts/Extensions/MathfExtension.cs b/Assets/Scripts/Extensions/MathfExtension.cs
new file mode 100644
index 0000000..33db1eb
--- /dev/null
+++ b/Assets/Scripts/Extensions/MathfExtension.cs
@@ -0,0 +1,99 @@
+#if ENABLED_UNITY_MATHEMATICS
+using Unity.Mathematics;
+#endif
+
+namespace UnityUtils {
+ public static class MathfExtension {
+ #region Min
+
+#if ENABLED_UNITY_MATHEMATICS
+ public static half Min(half a, half b) {
+ return (a < b) ? a : b;
+ }
+
+ public static half Min(params half[] values) {
+ int num = values.Length;
+ if (num == 0) {
+ return (half) 0;
+ }
+
+ half num2 = values[0];
+ for (int i = 1; i < num; i++) {
+ if (values[i] < num2) {
+ num2 = values[i];
+ }
+ }
+
+ return num2;
+ }
+#endif
+
+ public static double Min(double a, double b) {
+ return (a < b) ? a : b;
+ }
+
+ public static double Min(params double[] values) {
+ int num = values.Length;
+ if (num == 0) {
+ return 0f;
+ }
+
+ double num2 = values[0];
+ for (int i = 1; i < num; i++) {
+ if (values[i] < num2) {
+ num2 = values[i];
+ }
+ }
+
+ return num2;
+ }
+
+ #endregion
+
+ #region Max
+
+#if ENABLED_UNITY_MATHEMATICS
+ public static half Max(half a, half b) {
+ return (a > b) ? a : b;
+ }
+
+ public static half Max(params half[] values) {
+ int num = values.Length;
+ if (num == 0) {
+ return (half) 0;
+ }
+
+ half num2 = values[0];
+ for (int i = 1; i < num; i++) {
+ if (values[i] > num2) {
+ num2 = values[i];
+ }
+ }
+
+ return num2;
+ }
+#endif
+
+ public static double Max(double a, double b) {
+ return (a > b) ? a : b;
+ }
+
+ public static double Max(params double[] values) {
+ int num = values.Length;
+ if (num == 0) {
+ return 0f;
+ }
+
+ double num2 = values[0];
+ for (int i = 1; i < num; i++) {
+ if (values[i] > num2) {
+ num2 = values[i];
+ }
+ }
+
+ return num2;
+ }
+
+ #endregion
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/MathfExtension.cs.meta b/Assets/Scripts/Extensions/MathfExtension.cs.meta
new file mode 100644
index 0000000..cc23886
--- /dev/null
+++ b/Assets/Scripts/Extensions/MathfExtension.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a6d5ce3e4e8ff4b4b9a09b67865696bf
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Extensions/NumberExtensions.cs b/Assets/Scripts/Extensions/NumberExtensions.cs
new file mode 100644
index 0000000..c043780
--- /dev/null
+++ b/Assets/Scripts/Extensions/NumberExtensions.cs
@@ -0,0 +1,27 @@
+using UnityEngine;
+#if ENABLED_UNITY_MATHEMATICS
+using Unity.Mathematics;
+#endif
+
+namespace UnityUtils {
+ public static class NumberExtensions {
+ public static float PercentageOf(this int part, int whole) {
+ if (whole == 0) return 0; // Handling division by zero
+ return (float) part / whole;
+ }
+
+ public static int AtLeast(this int value, int min) => Mathf.Max(value, min);
+ public static int AtMost(this int value, int max) => Mathf.Min(value, max);
+
+#if ENABLED_UNITY_MATHEMATICS
+ public static half AtLeast(this half value, half max) => MathfExtension.Max(value, max);
+ public static half AtMost(this half value, half max) => MathfExtension.Min(value, max);
+#endif
+
+ public static float AtLeast(this float value, float min) => Mathf.Max(value, min);
+ public static float AtMost(this float value, float max) => Mathf.Min(value, max);
+
+ public static double AtLeast(this double value, double min) => MathfExtension.Max(value, min);
+ public static double AtMost(this double value, double min) => MathfExtension.Min(value, min);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/NumberExtensions.cs.meta b/Assets/Scripts/Extensions/NumberExtensions.cs.meta
new file mode 100644
index 0000000..bc9a935
--- /dev/null
+++ b/Assets/Scripts/Extensions/NumberExtensions.cs.meta
@@ -0,0 +1,3 @@
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+guid: 2554ca5ec06e428496d8ba3f0d9b4cca
+timeCreated: 1703742184
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/RendererExtensions.cs b/Assets/Scripts/Extensions/RendererExtensions.cs
new file mode 100644
index 0000000..e9e12bd
--- /dev/null
+++ b/Assets/Scripts/Extensions/RendererExtensions.cs
@@ -0,0 +1,33 @@
+using UnityEngine;
+
+namespace UnityUtils {
+ public static class RendererExtensions {
+ ///
+ /// Enables ZWrite for materials in this Renderer that have a '_Color' property. This will allow the materials
+ /// to write to the Z buffer, which could be used to affect how subsequent rendering is handled,
+ /// for instance, ensuring correct layering of transparent objects.
+ ///
+ public static void EnableZWrite(this Renderer renderer) {
+ foreach (Material material in renderer.materials) {
+ if (material.HasProperty("_Color")) {
+ material.SetInt("_ZWrite", 1);
+ material.renderQueue = (int) UnityEngine.Rendering.RenderQueue.Transparent;
+ }
+ }
+ }
+
+ ///
+ /// Disables ZWrite for materials in this Renderer that have a '_Color' property. This would stop
+ /// the materials from writing to the Z buffer, which may be desirable in some cases to prevent subsequent
+ /// rendering from being occluded, like in rendering of semi-transparent or layered objects.
+ ///
+ public static void DisableZWrite(this Renderer renderer) {
+ foreach (Material material in renderer.materials) {
+ if (material.HasProperty("_Color")) {
+ material.SetInt("_ZWrite", 0);
+ material.renderQueue = (int) UnityEngine.Rendering.RenderQueue.Transparent + 100;
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/RendererExtensions.cs.meta b/Assets/Scripts/Extensions/RendererExtensions.cs.meta
new file mode 100644
index 0000000..17bcaef
--- /dev/null
+++ b/Assets/Scripts/Extensions/RendererExtensions.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
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+timeCreated: 1702609333
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/ResourcesUtils.cs b/Assets/Scripts/Extensions/ResourcesUtils.cs
new file mode 100644
index 0000000..ba34ae4
--- /dev/null
+++ b/Assets/Scripts/Extensions/ResourcesUtils.cs
@@ -0,0 +1,15 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace UnityUtils {
+ public static class ResourcesUtils {
+ ///
+ /// Load volume profile from given path.
+ ///
+ /// Path from where volume profile should be loaded.
+ public static void LoadVolumeProfile(this Volume volume, string path) {
+ var profile = Resources.Load(path);
+ volume.profile = profile;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/ResourcesUtils.cs.meta b/Assets/Scripts/Extensions/ResourcesUtils.cs.meta
new file mode 100644
index 0000000..1461046
--- /dev/null
+++ b/Assets/Scripts/Extensions/ResourcesUtils.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fae0394afb914840bc32fd1dda091d79
+timeCreated: 1702084997
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/TaskExtensions.cs b/Assets/Scripts/Extensions/TaskExtensions.cs
new file mode 100644
index 0000000..60fa08d
--- /dev/null
+++ b/Assets/Scripts/Extensions/TaskExtensions.cs
@@ -0,0 +1,34 @@
+using System;
+using System.Collections;
+using System.Threading.Tasks;
+
+public static class TaskExtensions {
+ ///
+ /// Converts the Task into an IEnumerator for Unity coroutine usage.
+ ///
+ /// The Task to convert.
+ /// An IEnumerator representation of the Task.
+ public static IEnumerator AsCoroutine(this Task task) {
+ while (!task.IsCompleted) yield return null;
+ // When used on a faulted Task, GetResult() will propagate the original exception.
+ // see: https://devblogs.microsoft.com/pfxteam/task-exception-handling-in-net-4-5/
+ task.GetAwaiter().GetResult();
+ }
+
+ ///
+ /// Marks a task to be forgotten, meaning any exceptions thrown by the task will be caught and handled.
+ ///
+ /// The task to be forgotten.
+ /// The optional action to execute when an exception is caught. If provided, the exception will not be rethrown.
+ public static async void Forget(this Task task, Action onException = null) {
+ try {
+ await task;
+ }
+ catch (Exception exception) {
+ if (onException == null)
+ throw exception;
+
+ onException(exception);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/TaskExtensions.cs.meta b/Assets/Scripts/Extensions/TaskExtensions.cs.meta
new file mode 100644
index 0000000..c351bec
--- /dev/null
+++ b/Assets/Scripts/Extensions/TaskExtensions.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 396899c3fd3d4a9389fc6b181a52f274
+timeCreated: 1711810275
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs b/Assets/Scripts/Extensions/TransformExtensions.cs
new file mode 100644
index 0000000..27617d3
--- /dev/null
+++ b/Assets/Scripts/Extensions/TransformExtensions.cs
@@ -0,0 +1,86 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using Object = UnityEngine.Object;
+
+namespace UnityUtils {
+ public static class TransformExtensions {
+ ///
+ /// Retrieves all the children of a given Transform.
+ ///
+ ///
+ /// This method can be used with LINQ to perform operations on all child Transforms. For example,
+ /// you could use it to find all children with a specific tag, to disable all children, etc.
+ /// Transform implements IEnumerable and the GetEnumerator method which returns an IEnumerator of all its children.
+ ///
+ /// The Transform to retrieve children from.
+ /// An IEnumerable<Transform> containing all the child Transforms of the parent.
+ public static IEnumerable Children(this Transform parent) {
+ foreach (Transform child in parent) {
+ yield return child;
+ }
+ }
+
+ ///
+ /// Resets transform's position, scale and rotation
+ ///
+ /// Transform to use
+ public static void Reset(this Transform transform) {
+ transform.position = Vector3.zero;
+ transform.localRotation = Quaternion.identity;
+ transform.localScale = Vector3.one;
+ }
+
+ ///
+ /// Destroys all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be destroyed.
+ public static void DestroyChildren(this Transform parent) {
+ parent.ForEveryChild(child => Object.Destroy(child.gameObject));
+ }
+
+ ///
+ /// Immediately destroys all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be immediately destroyed.
+ public static void DestroyChildrenImmediate(this Transform parent) {
+ parent.ForEveryChild(child => Object.DestroyImmediate(child.gameObject));
+ }
+
+ ///
+ /// Enables all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be enabled.
+ public static void EnableChildren(this Transform parent) {
+ parent.ForEveryChild(child => child.gameObject.SetActive(true));
+ }
+
+ ///
+ /// Disables all child game objects of the given transform.
+ ///
+ /// The Transform whose child game objects are to be disabled.
+ public static void DisableChildren(this Transform parent) {
+ parent.ForEveryChild(child => child.gameObject.SetActive(false));
+ }
+
+ ///
+ /// Executes a specified action for each child of a given transform.
+ ///
+ /// The parent transform.
+ /// The action to be performed on each child.
+ ///
+ /// This method iterates over all child transforms in reverse order and executes a given action on them.
+ /// The action is a delegate that takes a Transform as parameter.
+ ///
+ public static void ForEveryChild(this Transform parent, System.Action action) {
+ for (var i = parent.childCount - 1; i >= 0; i--) {
+ action(parent.GetChild(i));
+ }
+ }
+
+ [Obsolete("Renamed to ForEveryChild")]
+ static void PerformActionOnChildren(this Transform parent, System.Action action) {
+ parent.ForEveryChild(action);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs.meta b/Assets/Scripts/Extensions/TransformExtensions.cs.meta
new file mode 100644
index 0000000..78b2216
--- /dev/null
+++ b/Assets/Scripts/Extensions/TransformExtensions.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 24de5cc001ff41af9ea0860884ba9590
+timeCreated: 1700336364
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/Vector2Extensions.cs b/Assets/Scripts/Extensions/Vector2Extensions.cs
new file mode 100644
index 0000000..ac1a551
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector2Extensions.cs
@@ -0,0 +1,30 @@
+using UnityEngine;
+
+namespace UnityUtils {
+ public static class Vector2Extensions {
+ ///
+ /// Adds to any x y values of a Vector2
+ ///
+ public static Vector2 Add(this Vector2 vector2, float x = 0, float y = 0) {
+ return new Vector2(vector2.x + x, vector2.y + y);
+ }
+
+ ///
+ /// Sets any x y values of a Vector2
+ ///
+ public static Vector2 With(this Vector2 vector2, float? x = null, float? y = null) {
+ return new Vector2(x ?? vector2.x, y ?? vector2.y);
+ }
+
+ ///
+ /// Returns a Boolean indicating whether the current Vector2 is in a given range from another Vector2
+ ///
+ /// The current Vector2 position
+ /// The Vector2 position to compare against
+ /// The range value to compare against
+ /// True if the current Vector2 is in the given range from the target Vector2, false otherwise
+ public static bool InRangeOf(this Vector2 current, Vector2 target, float range) {
+ return (current - target).sqrMagnitude <= range * range;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Extensions/Vector2Extensions.cs.meta b/Assets/Scripts/Extensions/Vector2Extensions.cs.meta
new file mode 100644
index 0000000..216862f
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector2Extensions.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1b6f048853fe7a34cab34bfd22a294fe
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Extensions/Vector3Extensions.cs b/Assets/Scripts/Extensions/Vector3Extensions.cs
new file mode 100644
index 0000000..a6dcba5
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector3Extensions.cs
@@ -0,0 +1,54 @@
+using UnityEngine;
+
+namespace UnityUtils {
+ public static class Vector3Extensions {
+ ///
+ /// Sets any x y z values of a Vector3
+ ///
+ public static Vector3 With(this Vector3 vector, float? x = null, float? y = null, float? z = null) {
+ return new Vector3(x ?? vector.x, y ?? vector.y, z ?? vector.z);
+ }
+
+ ///
+ /// Adds to any x y z values of a Vector3
+ ///
+ public static Vector3 Add(this Vector3 vector, float x = 0, float y = 0, float z = 0) {
+ return new Vector3(vector.x + x, vector.y + y, vector.z + z);
+ }
+
+ ///
+ /// Returns a Boolean indicating whether the current Vector3 is in a given range from another Vector3
+ ///
+ /// The current Vector3 position
+ /// The Vector3 position to compare against
+ /// The range value to compare against
+ /// True if the current Vector3 is in the given range from the target Vector3, false otherwise
+ public static bool InRangeOf(this Vector3 current, Vector3 target, float range) {
+ return (current - target).sqrMagnitude <= range * range;
+ }
+
+ ///
+ /// Divides two Vector3 objects component-wise.
+ ///
+ ///
+ /// For each component in v0 (x, y, z), it is divided by the corresponding component in v1 if the component in v1 is not zero.
+ /// Otherwise, the component in v0 remains unchanged.
+ ///
+ ///
+ /// Use 'ComponentDivide' to scale a game object proportionally:
+ ///
+ /// myObject.transform.localScale = originalScale.ComponentDivide(targetDimensions);
+ ///
+ /// This scales the object size to fit within the target dimensions while maintaining its original proportions.
+ ///
+ /// The Vector3 object that this method extends.
+ /// The Vector3 object by which v0 is divided.
+ /// A new Vector3 object resulting from the component-wise division.
+ public static Vector3 ComponentDivide(this Vector3 v0, Vector3 v1){
+ return new Vector3(
+ v1.x != 0 ? v0.x / v1.x : v0.x,
+ v1.y != 0 ? v0.y / v1.y : v0.y,
+ v1.z != 0 ? v0.z / v1.z : v0.z);
+ }
+ }
+}
diff --git a/Assets/Scripts/Extensions/Vector3Extensions.cs.meta b/Assets/Scripts/Extensions/Vector3Extensions.cs.meta
new file mode 100644
index 0000000..3d0c172
--- /dev/null
+++ b/Assets/Scripts/Extensions/Vector3Extensions.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2cc35c2a774d4d95bf644b728a750192
+timeCreated: 1700329942
\ No newline at end of file