From 692cbf4d1058b80cbff55fe2953d1db330095992 Mon Sep 17 00:00:00 2001 From: Sveske Juice Date: Fri, 2 Feb 2024 12:03:21 -0800 Subject: [PATCH] extensions --- Assets/Scenes/RopeTest.unity | 271 ++++++++++++++++++ Assets/Scenes/RopeTest.unity.meta | 7 + .../Extensions/GameObjectExtensions.cs | 131 +++++++++ .../Extensions/GameObjectExtensions.cs.meta | 11 + .../Scripts/Extensions/TransformExtensions.cs | 98 +++++++ .../Extensions/TransformExtensions.cs.meta | 11 + .../Scripts/Extensions/Vector2Extensions.cs | 35 +++ .../Extensions/Vector2Extensions.cs.meta | 11 + .../Scripts/Extensions/Vector3Extensions.cs | 60 ++++ .../Extensions/Vector3Extensions.cs.meta | 11 + ProjectSettings/ShaderGraphSettings.asset | 17 ++ 11 files changed, 663 insertions(+) create mode 100644 Assets/Scenes/RopeTest.unity create mode 100644 Assets/Scenes/RopeTest.unity.meta create mode 100644 Assets/Scripts/Extensions/GameObjectExtensions.cs create mode 100644 Assets/Scripts/Extensions/GameObjectExtensions.cs.meta 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+fileFormatVersion: 2 +guid: cfc0abf7f9f0d774f918832b04042f61 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Extensions/GameObjectExtensions.cs b/Assets/Scripts/Extensions/GameObjectExtensions.cs new file mode 100644 index 0000000..74d8e75 --- /dev/null +++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs @@ -0,0 +1,131 @@ +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..8d4cc67 --- /dev/null +++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1fc386696b14b914cbae26f3c3a51a5a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs b/Assets/Scripts/Extensions/TransformExtensions.cs new file mode 100644 index 0000000..ebdb88c --- /dev/null +++ b/Assets/Scripts/Extensions/TransformExtensions.cs @@ -0,0 +1,98 @@ +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..da47cb8 --- /dev/null +++ b/Assets/Scripts/Extensions/TransformExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3bc029dcadc3ccd40ad4c6a3f51eac64 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Extensions/Vector2Extensions.cs b/Assets/Scripts/Extensions/Vector2Extensions.cs new file mode 100644 index 0000000..8b98d2f --- /dev/null +++ b/Assets/Scripts/Extensions/Vector2Extensions.cs @@ -0,0 +1,35 @@ +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..8e79e31 --- /dev/null +++ b/Assets/Scripts/Extensions/Vector2Extensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 69ebf1c43ff162f488b3b1d0ae557d78 +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..b5c3fe0 --- /dev/null +++ b/Assets/Scripts/Extensions/Vector3Extensions.cs @@ -0,0 +1,60 @@ +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..2882baf --- /dev/null +++ b/Assets/Scripts/Extensions/Vector3Extensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fde3957705d25994292dd59ab09ce951 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/ShaderGraphSettings.asset b/ProjectSettings/ShaderGraphSettings.asset new file mode 100644 index 0000000..9b43acd --- /dev/null +++ b/ProjectSettings/ShaderGraphSettings.asset @@ -0,0 +1,17 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 53 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: de02f9e1d18f588468e474319d09a723, type: 3} + m_Name: + m_EditorClassIdentifier: + shaderVariantLimit: 128 + customInterpolatorErrorThreshold: 32 + customInterpolatorWarningThreshold: 16