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