3DTD/Assets/Scripts/Extensions/TransformExtensions.cs

86 lines
3.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace UnityUtils {
public static class TransformExtensions {
/// <summary>
/// Retrieves all the children of a given Transform.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
/// <param name="parent">The Transform to retrieve children from.</param>
/// <returns>An IEnumerable&lt;Transform&gt; containing all the child Transforms of the parent.</returns>
public static IEnumerable<Transform> Children(this Transform parent) {
foreach (Transform child in parent) {
yield return child;
}
}
/// <summary>
/// Resets transform's position, scale and rotation
/// </summary>
/// <param name="transform">Transform to use</param>
public static void Reset(this Transform transform) {
transform.position = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
}
/// <summary>
/// Destroys all child game objects of the given transform.
/// </summary>
/// <param name="parent">The Transform whose child game objects are to be destroyed.</param>
public static void DestroyChildren(this Transform parent) {
parent.ForEveryChild(child => Object.Destroy(child.gameObject));
}
/// <summary>
/// Immediately destroys all child game objects of the given transform.
/// </summary>
/// <param name="parent">The Transform whose child game objects are to be immediately destroyed.</param>
public static void DestroyChildrenImmediate(this Transform parent) {
parent.ForEveryChild(child => Object.DestroyImmediate(child.gameObject));
}
/// <summary>
/// Enables all child game objects of the given transform.
/// </summary>
/// <param name="parent">The Transform whose child game objects are to be enabled.</param>
public static void EnableChildren(this Transform parent) {
parent.ForEveryChild(child => child.gameObject.SetActive(true));
}
/// <summary>
/// Disables all child game objects of the given transform.
/// </summary>
/// <param name="parent">The Transform whose child game objects are to be disabled.</param>
public static void DisableChildren(this Transform parent) {
parent.ForEveryChild(child => child.gameObject.SetActive(false));
}
/// <summary>
/// Executes a specified action for each child of a given transform.
/// </summary>
/// <param name="parent">The parent transform.</param>
/// <param name="action">The action to be performed on each child.</param>
/// <remarks>
/// 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.
/// </remarks>
public static void ForEveryChild(this Transform parent, System.Action<Transform> 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<Transform> action) {
parent.ForEveryChild(action);
}
}
}