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CrowdControl/Assets/3rd/D2D_Scripts/Utilities/CodeSugar/GameplaySugar.cs

447 lines
15 KiB
C#

1 month ago
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using D2D.Animations;
using DG.Tweening;
using UnityEditor;
using UnityEngine;
namespace D2D.Utilities
{
public static class GameplaySugar
{
public static bool IsTimeCountAppropriate(this int frames)
{
return Time.frameCount % frames == 0;
}
public static Tween SineEase(this Tween t)
{
return t.SetEase(Ease.InOutSine);
}
public static T ParentGetRecursive<T>(this Transform g) where T : Component
{
Transform root = g;
T component = null;
do
{
component = root.Get<T>();
root = root.transform.parent;
if (component != null || root == null)
break;
} while (true);
return component;
}
public static Collider[] GetOverlaps(this BoxCollider b)
{
return Physics.OverlapBox(b.transform.position + b.center, b.size * b.transform.localScale.x,
b.transform.rotation);
}
public static UniTask Seconds(this float f)
{
return UniTask.Delay(TimeSpan.FromSeconds(f));
}
public static void PlayAll(this DAnimation[] animations)
{
animations.ForEach(a => a.Play());
}
public static void OnAll(this Transform[] animations) =>
animations.ForEach(a => a.On());
public static void OnAll(this List<Transform> animations) =>
animations.ForEach(a => a.On());
public static void OnAll(this IEnumerable<Transform> animations) =>
animations.ForEach(a => a.On());
public static void OffAll(this Transform[] animations) =>
animations.ForEach(a => a.Off());
public static void OffAll(this List<Transform> animations) =>
animations.ForEach(a => a.Off());
public static void OffAll(this IEnumerable<Transform> animations) =>
animations.ForEach(a => a.Off());
public static void OnAll(this GameObject[] animations) =>
animations.ForEach(a => a.On());
public static void OnAll(this List<GameObject> animations) =>
animations.ForEach(a => a.On());
public static void OnAll(this IEnumerable<GameObject> animations) =>
animations.ForEach(a => a.On());
public static void OffAll(this GameObject[] animations) =>
animations.ForEach(a => a.Off());
public static void OffAll(this List<GameObject> animations) =>
animations.ForEach(a => a.Off());
public static void OffAll(this IEnumerable<GameObject> animations) =>
animations.ForEach(a => a.Off());
#region All
public static bool Is<T>(this Collision other) where T:Component =>
Is<T>(other.gameObject);
public static bool Is<T>(this Component other) where T : Component =>
Is<T>(other.gameObject);
public static bool Is<T>(this GameObject other) where T:Component =>
other != null && other.TryGetComponent(out T t);
public static T Get<T>(this Collision other) where T:Component
{
other.gameObject.TryGetComponent(out T t);
return t;
}
public static void IfCanGet<T>(this Component other, Action<T> func) where T:Component
{
var t = other.GetComponent<T>();
if (t != null)
{
func?.Invoke(t);
}
}
public static void IfCanChildrenGet<T>(this Component other, Action<T> func) where T:Component
{
var t = other.gameObject.ChildrenGet<T>();
if (t != null)
func?.Invoke(t);
}
public static void IfCanGet<T>(this Collision other, Action<T> func) where T:Component
{
var t = other.gameObject.GetComponent<T>();
if (t != null)
{
func?.Invoke(t);
}
}
public static void IfNull<T>(this T other, Action<T> func) where T:Component
{
if (other == null)
func?.Invoke(other);
}
public static void IfNotNull<T>(this T other, Action<T> func) where T:Component
{
if (other != null)
func?.Invoke(other);
}
public static T Important<T>(this T other, GameObject g = null) where T:Component
{
return NotNull(other, g);
}
public static T NotNull<T>(this T other, GameObject g = null) where T:Component
{
if (other != null)
return other;
Debug.LogError(g != null
? $"{typeof(T).FullName} not found for {g.name}!"
: $"{typeof(T).FullName} not found!");
return null;
}
public static Tween AfterCall(this float delay, Action a)
{
return DOVirtual.DelayedCall(delay, () => a?.Invoke());
}
#endregion
#region GO
public static void IfCanFind<T>(this Component other, Action<T> func) where T:Component
{
var t = GameObject.FindObjectOfType<T>();
if (t != null)
{
func?.Invoke(t);
}
}
public static T Find<T>(this Component other, bool canBeNull = true) where T:Component =>
Single(other.gameObject, GameObject.FindObjectOfType<T>, canBeNull);
public static T Find<T>(this GameObject other, bool canBeNull = true) where T : Component =>
Single(other, GameObject.FindObjectOfType<T>, canBeNull);
public static T[] Finds<T>(this Component other, bool canBeNull = true) where T:Component =>
Many(other.gameObject, GameObject.FindObjectsOfType<T>, canBeNull);
public static T[] Finds<T>(this GameObject other, bool canBeNull = true) where T : Component =>
Many(other, GameObject.FindObjectsOfType<T>, canBeNull);
public static T[] Finds<T>(this Component other, Action<T> a, bool canBeNull = true) where T : Component
{
var r = Many(other.gameObject, GameObject.FindObjectsOfType<T>, canBeNull);
r.ForEach(a);
return r;
}
public static T Get<T>(this Component other, bool canBeNull = true) where T:Component =>
Single(other.gameObject, other.GetComponent<T>, canBeNull);
public static T Get<T>(this GameObject other, bool canBeNull = true) where T:Component =>
Single(other, other.GetComponent<T>, canBeNull);
public static T[] Gets<T>(this Component other, bool canBeNull = true) where T:Component =>
Many(other.gameObject, other.GetComponents<T>, canBeNull);
public static T[] Gets<T>(this GameObject other, bool canBeNull = true) where T:Component =>
Many(other, other.GetComponents<T>, canBeNull);
public static T[] Gets<T>(this Component other, Action<T> a, bool canBeNull = true) where T:Component
{
var r = Many(other.gameObject, other.GetComponents<T>, canBeNull);
r.ForEach(a);
return r;
}
public static T ChildrenGet<T>(this Component other, bool canBeNull = true) where T:Component =>
Single(other.gameObject, other.GetComponentInChildren<T>, canBeNull);
public static T ChildrenGet<T>(this GameObject other, bool canBeNull = true) where T:Component =>
Single(other, other.GetComponentInChildren<T>, canBeNull);
public static T[] ChildrenGets<T>(this Component other, bool canBeNull = true) where T:Component =>
Many(other.gameObject, other.GetComponentsInChildren<T>, canBeNull);
public static T[] ChildrenGets<T>(this GameObject other, bool canBeNull = true) where T:Component =>
Many(other, other.GetComponentsInChildren<T>, canBeNull);
public static T[] ChildrenGets<T>(this Component other, Action<T> a, bool canBeNull = true) where T:Component
{
var r = Many(other.gameObject, other.GetComponentsInChildren<T>, canBeNull);
r.ForEach(a);
return r;
}
public static T ParentGet<T>(this Component other, bool canBeNull = true) where T:Component =>
Single(other.gameObject, other.GetComponentInParent<T>, canBeNull);
public static T ParentGet<T>(this GameObject other, bool canBeNull = true) where T:Component =>
Single(other, other.GetComponentInParent<T>, canBeNull);
public static T[] ParentGets<T>(this Component other, bool canBeNull = true) where T:Component =>
Many(other.gameObject, other.GetComponentsInParent<T>, canBeNull);
public static T[] ParentGets<T>(this GameObject other, bool canBeNull = true) where T : Component =>
Many(other, other.GetComponentsInParent<T>, canBeNull);
public static T[] ParentGets<T>(this Component other, Action<T> a, bool canBeNull = true) where T : Component
{
var r = Many(other.gameObject, other.GetComponentsInParent<T>, canBeNull);
r.ForEach(a);
return r;
}
private static T Single<T>(GameObject owner, Func<T> getComponentMethod, bool canBeNull)
where T : Component
{
var result = getComponentMethod?.Invoke();
if (!canBeNull && result == null)
throw new Exception($"Single NOT found {typeof(T).FullName} for {owner.name}!");
return result;
}
private static T[] Many<T>(GameObject owner, Func<T[]> getComponentMethod, bool canBeNull)
where T : Component
{
var result = getComponentMethod?.Invoke();
if (!canBeNull && result == null)
throw new Exception($"Many NOT found {typeof(T).FullName} for {owner.name}!");
return result;
}
#endregion
#region Layers
public static int ToLayer(this LayerMask layerMask)
{
int layerNumber = 0;
int layer = layerMask.value;
while(layer > 0) {
layer = layer >> 1;
layerNumber++;
}
return layerNumber - 1;
}
public static void SetLayerRecursively(this GameObject obj, int newLayer)
{
if (null == obj)
{
return;
}
obj.layer = newLayer;
foreach (Transform child in obj.transform)
{
if (null == child)
{
continue;
}
SetLayerRecursively(child.gameObject, newLayer);
}
}
#endregion
#region GameObject SetActive, Tranform, Parenting
public static void DeattachOn(this GameObject target) =>
DeattachOn(target.transform);
public static void DeattachOn(this Transform target)
{
target.transform.SetParent(null);
target.gameObject.On();
}
/*public static void On(this Component target, bool canBeNull = true) =>
target.gameObject.On();
public static void On(this Component target, float after, bool canBeNull = true) =>
target.gameObject.On();*/
public static void On(this Transform target, bool canBeNull = true) =>
target.gameObject.On();
public static void On(this Transform target, float after, bool canBeNull = true) =>
target.gameObject.On();
public static void On(this GameObject target, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
target.SetActive(true);
}
public static void On(this GameObject target, float after, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
DOVirtual.DelayedCall(after, () => On(target, canBeNull));
}
/*public static void Off(this Component target, bool canBeNull = true) =>
target.gameObject.On();
public static void Off(this Component target, float after, bool canBeNull = true) =>
target.gameObject.On();*/
public static void Off(this Transform target, bool canBeNull = true) =>
target.gameObject.Off();
public static void Off(this Transform target, float after, bool canBeNull = true) =>
target.gameObject.Off();
public static void Off(this GameObject target, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
target.SetActive(false);
}
public static void Off(this GameObject target, float after, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
DOVirtual.DelayedCall(after, () => Off(target, canBeNull));
}
public static void Reactivate(this GameObject target, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
target.SetActive(false);
target.SetActive(true);
}
public static void Reactivate(this GameObject target, float delay, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
target.SetActive(false);
DOVirtual.DelayedCall(delay, () => target.SetActive(true));
}
public static void SwitchActivity(this GameObject target, bool canBeNull = true)
{
if (!IsObjectValid(target, canBeNull))
return;
target.SetActive(!target.activeSelf);
}
private static bool IsObjectValid(GameObject target, bool canBeNull)
{
if (target == null)
{
if (canBeNull)
return false;
throw new ArgumentNullException("GameObject you want to change activity");
}
return true;
}
// public static void
#endregion
#if UNITY_EDITOR
public static GameObject EditorInstantiate(this GameObject prefab, Vector3 position, Transform parent = null)
{
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
instance.transform.position = position;
instance.transform.parent = parent;
return instance;
}
public static GameObject EditorInstantiate(this GameObject prefab)
{
var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
return instance;
}
#endif
}
}