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OliverS 2024-02-02 22:41:53 +01:00
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using UnityEngine;
using System.Linq;
namespace UnityUtils
{
public static class GameObjectExtensions
{
/// <summary>
/// This method is used to hide the GameObject in the Hierarchy view.
/// </summary>
/// <param name="gameObject"></param>
public static void HideInHierarchy(this GameObject gameObject)
{
gameObject.hideFlags = HideFlags.HideInHierarchy;
}
/// <summary>
/// Gets a component of the given type attached to the GameObject. If that type of component does not exist, it adds one.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
/// <typeparam name="T">The type of the component to get or add.</typeparam>
/// <param name="gameObject">The GameObject to get the component from or add the component to.</param>
/// <returns>The existing component of the given type, or a new one if no such component exists.</returns>
public static T GetOrAdd<T>(this GameObject gameObject) where T : Component
{
T component = gameObject.GetComponent<T>();
if (!component) component = gameObject.AddComponent<T>();
return component;
}
/// <summary>
/// Returns the object itself if it exists, null otherwise.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
/// <typeparam name="T">The type of the object.</typeparam>
/// <param name="obj">The object being checked.</param>
/// <returns>The object itself if it exists and not destroyed, null otherwise.</returns>
public static T OrNull<T>(this T obj) where T : Object => obj ? obj : null;
/// <summary>
/// Destroys all children of the game object
/// </summary>
/// <param name="gameObject">GameObject whose children are to be destroyed.</param>
public static void DestroyChildren(this GameObject gameObject)
{
gameObject.transform.DestroyChildren();
}
/// <summary>
/// Immediately destroys all children of the given GameObject.
/// </summary>
/// <param name="gameObject">GameObject whose children are to be destroyed.</param>
public static void DestroyChildrenImmediate(this GameObject gameObject)
{
gameObject.transform.DestroyChildrenImmediate();
}
/// <summary>
/// Enables all child GameObjects associated with the given GameObject.
/// </summary>
/// <param name="gameObject">GameObject whose child GameObjects are to be enabled.</param>
public static void EnableChildren(this GameObject gameObject)
{
gameObject.transform.EnableChildren();
}
/// <summary>
/// Disables all child GameObjects associated with the given GameObject.
/// </summary>
/// <param name="gameObject">GameObject whose child GameObjects are to be disabled.</param>
public static void DisableChildren(this GameObject gameObject)
{
gameObject.transform.DisableChildren();
}
/// <summary>
/// Resets the GameObject's transform's position, rotation, and scale to their default values.
/// </summary>
/// <param name="gameObject">GameObject whose transformation is to be reset.</param>
public static void ResetTransformation(this GameObject gameObject)
{
gameObject.transform.Reset();
}
/// <summary>
/// Returns the hierarchical path in the Unity scene hierarchy for this GameObject.
/// </summary>
/// <param name="gameObject">The GameObject to get the path for.</param>
/// <returns>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.</returns>
public static string Path(this GameObject gameObject)
{
return "/" + string.Join("/",
gameObject.GetComponentsInParent<Transform>().Select(t => t.name).Reverse().ToArray());
}
/// <summary>
/// Returns the full hierarchical path in the Unity scene hierarchy for this GameObject.
/// </summary>
/// <param name="gameObject">The GameObject to get the path for.</param>
/// <returns>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.</returns>
public static string PathFull(this GameObject gameObject)
{
return gameObject.Path() + "/" + gameObject.name;
}
/// <summary>
/// Recursively sets the provided layer for this GameObject and all of its descendants in the Unity scene hierarchy.
/// </summary>
/// <param name="gameObject">The GameObject to set layers for.</param>
/// <param name="layer">The layer number to set for GameObject and all of its descendants.</param>
public static void SetLayersRecursively(this GameObject gameObject, int layer)
{
gameObject.layer = layer;
gameObject.transform.ForEveryChild(child => child.gameObject.SetLayersRecursively(layer));
}
}
}

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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);
}
}
}

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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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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);
}
/// <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);
}
/// <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>
/// <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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@ -24,7 +24,10 @@ public class PlayerHP : MonoBehaviour
healthText.text = "Health: " + currentHealth; healthText.text = "Health: " + currentHealth;
} }
else if (healthText != null && currentHealth <= 0) else if (healthText != null && currentHealth <= 0)
healthText.text = "Health: " + 0; healthText.text = "Health: 0";
if (Input.GetKeyDown(KeyCode.Space))
TakeDamage(5);
} }
public void TakeDamage(float damage) public void TakeDamage(float damage)

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@ -0,0 +1,15 @@
using UnityEngine;
[System.Serializable]
public class Point
{
public Vector2 position, prevPosition;
public bool locked;
public Point(Vector2 position, bool locked = false)
{
this.position = position;
this.prevPosition = position;
this.locked = locked;
}
}

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using System.Collections.Generic;
using UnityEngine;
public class Rope
{
public List<Point> points { get ; private set; }
public List<Stick> sticks { get; private set; }
public Rope(List<Point> points, List<Stick> sticks)
{
this.points = points;
this.sticks = sticks;
}
}

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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RopeBuilder
{
List<Point> points = new();
List<Stick> sticks = new();
public RopeBuilder AddPoint(Point point)
{
points.Add(point);
return this;
}
public RopeBuilder ConnectPoints(Point A, Point B)
{
sticks.Add(new Stick(A, B));
return this;
}
public RopeBuilder ConnectPoints(int idxA, int idxB)
{
sticks.Add(new Stick(points[idxA], points[idxB]));
return this;
}
public Rope Build()
{
return new Rope(points: points, sticks: sticks);
}
}

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@ -0,0 +1,129 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityUtils;
public class RopeSimulator : MonoBehaviour
{
[SerializeField]
private float gravity = 10;
[SerializeField]
private float solveIterations = 10;
[SerializeField]
private float constrainStickMinLength = 0.1f;
int[] order;
public Vector2 testPos;
Rope rope;
private void Start()
{
rope = new RopeBuilder()
.AddPoint(new Point(testPos, locked: true))
.AddPoint(new Point(testPos.Add(x:5f)))
.AddPoint(new Point(testPos.Add(x: 10f)))
.AddPoint(new Point(testPos.Add(x: 15f)))
.AddPoint(new Point(testPos.Add(x: 20f)))
.ConnectPoints(0, 1)
.ConnectPoints(1, 2)
.ConnectPoints(2, 3)
.ConnectPoints(3, 4)
.Build();
CreateOrderArray();
}
private void Update()
{
Simulate();
}
private void OnDrawGizmos()
{
if (!Application.isPlaying) return;
foreach (var point in rope.points)
{
Debug.Log($"pos: {point.position}");
Gizmos.DrawSphere(point.position, 1f);
}
}
void Simulate()
{
foreach (Point p in rope.points)
{
if (!p.locked)
{
Vector2 positionBeforeUpdate = p.position;
p.position += p.position - p.prevPosition;
p.position += Vector2.down * gravity * Time.deltaTime * Time.deltaTime;
p.prevPosition = positionBeforeUpdate;
}
}
for (int i = 0; i < solveIterations; i++)
{
for (int s = 0; s < rope.sticks.Count; s++)
{
Stick stick = rope.sticks[order[s]];
if (stick.dead)
{
continue;
}
Vector2 stickCentre = (stick.A.position + stick.B.position) / 2;
Vector2 stickDir = (stick.A.position - stick.B.position).normalized;
float length = (stick.A.position - stick.B.position).magnitude;
if (length > stick.length || length > constrainStickMinLength)
{
if (!stick.A.locked)
{
stick.A.position = stickCentre + stickDir * stick.length / 2;
}
if (!stick.B.locked)
{
stick.B.position = stickCentre - stickDir * stick.length / 2;
}
}
}
}
}
void CreateOrderArray()
{
order = new int[rope.sticks.Count];
for (int i = 0; i < order.Length; i++)
{
order[i] = i;
}
ShuffleArray(order, new System.Random());
}
public static T[] ShuffleArray<T>(T[] array, System.Random prng)
{
int elementsRemainingToShuffle = array.Length;
int randomIndex = 0;
while (elementsRemainingToShuffle > 1)
{
// Choose a random element from array
randomIndex = prng.Next(0, elementsRemainingToShuffle);
T chosenElement = array[randomIndex];
// Swap the randomly chosen element with the last unshuffled element in the array
elementsRemainingToShuffle--;
array[randomIndex] = array[elementsRemainingToShuffle];
array[elementsRemainingToShuffle] = chosenElement;
}
return array;
}
}

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using UnityEngine;
[System.Serializable]
public class Stick
{
public Point A, B;
public float length;
public bool dead;
public Stick(Point pointA, Point pointB)
{
this.A = pointA;
this.B = pointB;
length = Vector2.Distance(pointA.position, pointB.position);
}
}

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