86 lines
3.8 KiB
C#
86 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace UnityUtils {
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public static class TransformExtensions {
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/// <summary>
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/// Retrieves all the children of a given Transform.
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/// </summary>
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/// <remarks>
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/// This method can be used with LINQ to perform operations on all child Transforms. For example,
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/// you could use it to find all children with a specific tag, to disable all children, etc.
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/// Transform implements IEnumerable and the GetEnumerator method which returns an IEnumerator of all its children.
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/// </remarks>
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/// <param name="parent">The Transform to retrieve children from.</param>
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/// <returns>An IEnumerable<Transform> containing all the child Transforms of the parent.</returns>
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public static IEnumerable<Transform> Children(this Transform parent) {
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foreach (Transform child in parent) {
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yield return child;
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}
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}
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/// <summary>
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/// Resets transform's position, scale and rotation
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/// </summary>
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/// <param name="transform">Transform to use</param>
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public static void Reset(this Transform transform) {
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transform.position = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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transform.localScale = Vector3.one;
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}
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/// <summary>
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/// Destroys all child game objects of the given transform.
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/// </summary>
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/// <param name="parent">The Transform whose child game objects are to be destroyed.</param>
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public static void DestroyChildren(this Transform parent) {
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parent.ForEveryChild(child => Object.Destroy(child.gameObject));
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}
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/// <summary>
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/// Immediately destroys all child game objects of the given transform.
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/// </summary>
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/// <param name="parent">The Transform whose child game objects are to be immediately destroyed.</param>
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public static void DestroyChildrenImmediate(this Transform parent) {
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parent.ForEveryChild(child => Object.DestroyImmediate(child.gameObject));
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}
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/// <summary>
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/// Enables all child game objects of the given transform.
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/// </summary>
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/// <param name="parent">The Transform whose child game objects are to be enabled.</param>
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public static void EnableChildren(this Transform parent) {
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parent.ForEveryChild(child => child.gameObject.SetActive(true));
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}
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/// <summary>
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/// Disables all child game objects of the given transform.
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/// </summary>
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/// <param name="parent">The Transform whose child game objects are to be disabled.</param>
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public static void DisableChildren(this Transform parent) {
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parent.ForEveryChild(child => child.gameObject.SetActive(false));
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}
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/// <summary>
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/// Executes a specified action for each child of a given transform.
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/// </summary>
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/// <param name="parent">The parent transform.</param>
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/// <param name="action">The action to be performed on each child.</param>
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/// <remarks>
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/// This method iterates over all child transforms in reverse order and executes a given action on them.
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/// The action is a delegate that takes a Transform as parameter.
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/// </remarks>
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public static void ForEveryChild(this Transform parent, System.Action<Transform> action) {
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for (var i = parent.childCount - 1; i >= 0; i--) {
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action(parent.GetChild(i));
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}
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}
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[Obsolete("Renamed to ForEveryChild")]
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static void PerformActionOnChildren(this Transform parent, System.Action<Transform> action) {
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parent.ForEveryChild(action);
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}
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}
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} |