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@ -0,0 +1,131 @@
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using UnityEngine;
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using System.Linq;
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namespace UnityUtils
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{
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public static class GameObjectExtensions
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{
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/// <summary>
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/// This method is used to hide the GameObject in the Hierarchy view.
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/// </summary>
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/// <param name="gameObject"></param>
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public static void HideInHierarchy(this GameObject gameObject)
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{
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gameObject.hideFlags = HideFlags.HideInHierarchy;
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}
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/// <summary>
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/// Gets a component of the given type attached to the GameObject. If that type of component does not exist, it adds one.
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/// </summary>
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/// <remarks>
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/// This method is useful when you don't know if a GameObject has a specific type of component,
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/// but you want to work with that component regardless. Instead of checking and adding the component manually,
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/// you can use this method to do both operations in one line.
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/// </remarks>
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/// <typeparam name="T">The type of the component to get or add.</typeparam>
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/// <param name="gameObject">The GameObject to get the component from or add the component to.</param>
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/// <returns>The existing component of the given type, or a new one if no such component exists.</returns>
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public static T GetOrAdd<T>(this GameObject gameObject) where T : Component
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{
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T component = gameObject.GetComponent<T>();
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if (!component) component = gameObject.AddComponent<T>();
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return component;
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}
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/// <summary>
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/// Returns the object itself if it exists, null otherwise.
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/// </summary>
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/// <remarks>
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/// This method helps differentiate between a null reference and a destroyed Unity object. Unity's "== null" check
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/// can incorrectly return true for destroyed objects, leading to misleading behaviour. The OrNull method use
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/// Unity's "null check", and if the object has been marked for destruction, it ensures an actual null reference is returned,
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/// aiding in correctly chaining operations and preventing NullReferenceExceptions.
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/// </remarks>
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/// <typeparam name="T">The type of the object.</typeparam>
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/// <param name="obj">The object being checked.</param>
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/// <returns>The object itself if it exists and not destroyed, null otherwise.</returns>
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public static T OrNull<T>(this T obj) where T : Object => obj ? obj : null;
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/// <summary>
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/// Destroys all children of the game object
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/// </summary>
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/// <param name="gameObject">GameObject whose children are to be destroyed.</param>
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public static void DestroyChildren(this GameObject gameObject)
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{
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gameObject.transform.DestroyChildren();
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}
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/// <summary>
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/// Immediately destroys all children of the given GameObject.
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/// </summary>
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/// <param name="gameObject">GameObject whose children are to be destroyed.</param>
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public static void DestroyChildrenImmediate(this GameObject gameObject)
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{
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gameObject.transform.DestroyChildrenImmediate();
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}
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/// <summary>
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/// Enables all child GameObjects associated with the given GameObject.
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/// </summary>
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/// <param name="gameObject">GameObject whose child GameObjects are to be enabled.</param>
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public static void EnableChildren(this GameObject gameObject)
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{
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gameObject.transform.EnableChildren();
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}
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/// <summary>
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/// Disables all child GameObjects associated with the given GameObject.
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/// </summary>
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/// <param name="gameObject">GameObject whose child GameObjects are to be disabled.</param>
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public static void DisableChildren(this GameObject gameObject)
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{
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gameObject.transform.DisableChildren();
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}
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/// <summary>
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/// Resets the GameObject's transform's position, rotation, and scale to their default values.
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/// </summary>
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/// <param name="gameObject">GameObject whose transformation is to be reset.</param>
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public static void ResetTransformation(this GameObject gameObject)
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{
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gameObject.transform.Reset();
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}
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/// <summary>
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/// Returns the hierarchical path in the Unity scene hierarchy for this GameObject.
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/// </summary>
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/// <param name="gameObject">The GameObject to get the path for.</param>
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/// <returns>A string representing the full hierarchical path of this GameObject in the Unity scene.
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/// This is a '/'-separated string where each part is the name of a parent, starting from the root parent and ending
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/// with the name of the specified GameObjects parent.</returns>
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public static string Path(this GameObject gameObject)
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{
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return "/" + string.Join("/",
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gameObject.GetComponentsInParent<Transform>().Select(t => t.name).Reverse().ToArray());
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}
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/// <summary>
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/// Returns the full hierarchical path in the Unity scene hierarchy for this GameObject.
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/// </summary>
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/// <param name="gameObject">The GameObject to get the path for.</param>
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/// <returns>A string representing the full hierarchical path of this GameObject in the Unity scene.
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/// This is a '/'-separated string where each part is the name of a parent, starting from the root parent and ending
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/// with the name of the specified GameObject itself.</returns>
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public static string PathFull(this GameObject gameObject)
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{
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return gameObject.Path() + "/" + gameObject.name;
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}
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/// <summary>
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/// Recursively sets the provided layer for this GameObject and all of its descendants in the Unity scene hierarchy.
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/// </summary>
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/// <param name="gameObject">The GameObject to set layers for.</param>
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/// <param name="layer">The layer number to set for GameObject and all of its descendants.</param>
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public static void SetLayersRecursively(this GameObject gameObject, int layer)
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{
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gameObject.layer = layer;
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gameObject.transform.ForEveryChild(child => child.gameObject.SetLayersRecursively(layer));
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}
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}
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}
|
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@ -0,0 +1,98 @@
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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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{
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public static class TransformExtensions
|
||||
{
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/// <summary>
|
||||
/// Retrieves all the children of a given Transform.
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/// </summary>
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||||
/// <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.
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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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||||
{
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foreach (Transform child in parent)
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{
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||||
yield return child;
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||||
}
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||||
}
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/// <summary>
|
||||
/// Resets transform's position, scale and rotation
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||||
/// </summary>
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||||
/// <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);
|
||||
}
|
||||
}
|
||||
}
|
|
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fileFormatVersion: 2
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guid: 3bc029dcadc3ccd40ad4c6a3f51eac64
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serializedVersion: 2
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userData:
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assetBundleName:
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|
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|
|||
using UnityEngine;
|
||||
|
||||
namespace UnityUtils
|
||||
{
|
||||
public static class Vector2Extensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Adds to any x y values of a Vector2
|
||||
/// </summary>
|
||||
public static Vector2 Add(this Vector2 vector2, float x = 0, float y = 0)
|
||||
{
|
||||
return new Vector2(vector2.x + x, vector2.y + y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets any x y values of a Vector2
|
||||
/// </summary>
|
||||
public static Vector2 With(this Vector2 vector2, float? x = null, float? y = null)
|
||||
{
|
||||
return new Vector2(x ?? vector2.x, y ?? vector2.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Boolean indicating whether the current Vector2 is in a given range from another Vector2
|
||||
/// </summary>
|
||||
/// <param name="current">The current Vector2 position</param>
|
||||
/// <param name="target">The Vector2 position to compare against</param>
|
||||
/// <param name="range">The range value to compare against</param>
|
||||
/// <returns>True if the current Vector2 is in the given range from the target Vector2, false otherwise</returns>
|
||||
public static bool InRangeOf(this Vector2 current, Vector2 target, float range)
|
||||
{
|
||||
return (current - target).sqrMagnitude <= range * range;
|
||||
}
|
||||
}
|
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}
|
|
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fileFormatVersion: 2
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guid: 69ebf1c43ff162f488b3b1d0ae557d78
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externalObjects: {}
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using UnityEngine;
|
||||
|
||||
namespace UnityUtils
|
||||
{
|
||||
public static class Vector3Extensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Sets any x y z values of a Vector3
|
||||
/// </summary>
|
||||
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);
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// Adds to any x y z values of a Vector3
|
||||
/// </summary>
|
||||
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);
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Boolean indicating whether the current Vector3 is in a given range from another Vector3
|
||||
/// </summary>
|
||||
/// <param name="current">The current Vector3 position</param>
|
||||
/// <param name="target">The Vector3 position to compare against</param>
|
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/// <param name="range">The range value to compare against</param>
|
||||
/// <returns>True if the current Vector3 is in the given range from the target Vector3, false otherwise</returns>
|
||||
public static bool InRangeOf(this Vector3 current, Vector3 target, float range)
|
||||
{
|
||||
return (current - target).sqrMagnitude <= range * range;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Divides two Vector3 objects component-wise.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// 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.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// Use 'ComponentDivide' to scale a game object proportionally:
|
||||
/// <code>
|
||||
/// myObject.transform.localScale = originalScale.ComponentDivide(targetDimensions);
|
||||
/// </code>
|
||||
/// This scales the object size to fit within the target dimensions while maintaining its original proportions.
|
||||
///</example>
|
||||
/// <param name="v0">The Vector3 object that this method extends.</param>
|
||||
/// <param name="v1">The Vector3 object by which v0 is divided.</param>
|
||||
/// <returns>A new Vector3 object resulting from the component-wise division.</returns>
|
||||
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);
|
||||
}
|
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}
|
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}
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Loading…
Reference in New Issue