You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
447 lines
15 KiB
C#
447 lines
15 KiB
C#
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
|
|
}
|
|
} |