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CrowdControl/Assets/3rd/StompyRobot/SRF/Scripts/Components/SRMonoBehaviour.cs

203 lines
5.4 KiB
C#

3 months ago
namespace SRF
{
using System.Diagnostics;
using UnityEngine;
/// <summary>
/// Base MonoBehaviour which provides useful common functionality
/// </summary>
public abstract class SRMonoBehaviour : MonoBehaviour
{
/// <summary>
/// Get the Transform component, using a cached reference if possible.
/// </summary>
public Transform CachedTransform
{
[DebuggerStepThrough]
[DebuggerNonUserCode]
get
{
if (_transform == null)
{
_transform = base.transform;
}
return _transform;
}
}
/// <summary>
/// Get the Collider component, using a cached reference if possible.
/// </summary>
public Collider CachedCollider
{
[DebuggerStepThrough]
[DebuggerNonUserCode]
get
{
if (_collider == null)
{
_collider = GetComponent<Collider>();
}
return _collider;
}
}
/// <summary>
/// Get the Collider component, using a cached reference if possible.
/// </summary>
public Collider2D CachedCollider2D
{
[DebuggerStepThrough]
[DebuggerNonUserCode]
get
{
if (_collider2D == null)
{
_collider2D = GetComponent<Collider2D>();
}
return _collider2D;
}
}
/// <summary>
/// Get the Rigidbody component, using a cached reference if possible.
/// </summary>
public Rigidbody CachedRigidBody
{
[DebuggerStepThrough]
[DebuggerNonUserCode]
get
{
if (_rigidBody == null)
{
_rigidBody = GetComponent<Rigidbody>();
}
return _rigidBody;
}
}
/// <summary>
/// Get the Rigidbody2D component, using a cached reference if possible.
/// </summary>
public Rigidbody2D CachedRigidBody2D
{
[DebuggerStepThrough]
[DebuggerNonUserCode]
get
{
if (_rigidbody2D == null)
{
_rigidbody2D = GetComponent<Rigidbody2D>();
}
return _rigidbody2D;
}
}
/// <summary>
/// Get the GameObject this behaviour is attached to, using a cached reference if possible.
/// </summary>
public GameObject CachedGameObject
{
[DebuggerStepThrough]
[DebuggerNonUserCode]
get
{
if (_gameObject == null)
{
_gameObject = base.gameObject;
}
return _gameObject;
}
}
// Override existing getters for legacy usage
// ReSharper disable InconsistentNaming
public new Transform transform
{
get { return CachedTransform; }
}
#if !UNITY_5 && !UNITY_2017_1_OR_NEWER
public new Collider collider
{
get { return CachedCollider; }
}
public new Collider2D collider2D
{
get { return CachedCollider2D; }
}
public new Rigidbody rigidbody
{
get { return CachedRigidBody; }
}
public new Rigidbody2D rigidbody2D
{
get { return CachedRigidBody2D; }
}
public new GameObject gameObject
{
get { return CachedGameObject; }
}
#endif
// ReSharper restore InconsistentNaming
private Collider _collider;
private Transform _transform;
private Rigidbody _rigidBody;
private GameObject _gameObject;
private Rigidbody2D _rigidbody2D;
private Collider2D _collider2D;
/// <summary>
/// Assert that the value is not null, disable the object and print a debug error message if it is.
/// </summary>
/// <param name="value">Object to check</param>
/// <param name="fieldName">Debug name to pass in</param>
[DebuggerNonUserCode]
[DebuggerStepThrough]
protected void AssertNotNull(object value, string fieldName = null)
{
SRDebugUtil.AssertNotNull(value, fieldName, this);
}
[DebuggerNonUserCode]
[DebuggerStepThrough]
protected void Assert(bool condition, string message = null)
{
SRDebugUtil.Assert(condition, message, this);
}
/// <summary>
/// Assert that the value is not null, disable the object and print a debug error message if it is.
/// </summary>
/// <param name="value">Object to check</param>
/// <param name="fieldName">Debug name to pass in</param>
/// <returns>True if object is not null</returns>
[Conditional("UNITY_EDITOR")]
[DebuggerNonUserCode]
[DebuggerStepThrough]
protected void EditorAssertNotNull(object value, string fieldName = null)
{
AssertNotNull(value, fieldName);
}
[Conditional("UNITY_EDITOR")]
[DebuggerNonUserCode]
[DebuggerStepThrough]
protected void EditorAssert(bool condition, string message = null)
{
Assert(condition, message);
}
}
}