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CrowdControl/Assets/3rd/D2D_Scripts/Utilities/ExtremeCodeSugar/ComponentExtensions.cs

89 lines
2.8 KiB
C#

2 months ago

using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using Object = UnityEngine.Object;
public static class ComponentExtensions
{
private static class ComponentsCache<TComponent> where TComponent : Component
{
public static readonly Dictionary<GameObject, TComponent> components = new Dictionary<GameObject, TComponent>();
}
#if UNITY_EDITOR
/// <summary>
/// We need to cleanup each generic cache when domain reload is disabled.
/// </summary>
private static readonly Dictionary<Type, bool> typesToCleanup = new Dictionary<Type, bool>();
private static int reloadCounter;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void Init()
{
reloadCounter++;
typesToCleanup.Clear();
}
private static void CheckCacheCleanup<TComponent>() where TComponent : Component
{
if (reloadCounter > 0)
{
var componentType = typeof(TComponent);
if (!typesToCleanup.TryGetValue(componentType, out var needsCleanup))
{
typesToCleanup.Add(componentType, true);
}
if (needsCleanup)
{
ComponentsCache<TComponent>.components.Clear();
typesToCleanup[componentType] = false;
}
}
}
#endif
public static bool TryGetComponentCached<TComponent>(this Component instance, out TComponent component)
where TComponent : Component
{
return TryGetComponentCached(instance.gameObject, out component);
}
public static bool TryGetComponentCached<TComponent>(this GameObject gameObject, out TComponent component)
where TComponent : Component
{
#if UNITY_EDITOR
CheckCacheCleanup<TComponent>();
#endif
if (ComponentsCache<TComponent>.components.TryGetValue(gameObject, out component))
return component;
if (gameObject.TryGetComponent(out component))
ComponentsCache<TComponent>.components.Add(gameObject, component);
return component;
}
public static TComponent GetComponentCached<TComponent>(this Component instance)
where TComponent : Component
{
return GetComponentCached<TComponent>(instance);
}
public static TComponent GetComponentCached<TComponent>(this GameObject gameObject)
where TComponent : Component
{
#if UNITY_EDITOR
CheckCacheCleanup<TComponent>();
#endif
if (ComponentsCache<TComponent>.components.TryGetValue(gameObject, out var component))
return component;
if (gameObject.TryGetComponent(out component))
ComponentsCache<TComponent>.components.Add(gameObject, component);
return component;
}
}