464 lines
17 KiB
C#
464 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace ZXKFramework
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{
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public static class UnityExtension
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{
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public static bool IsNull<T>(this T selfObj) where T : class
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{
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return null == selfObj;
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}
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public static bool IsNotNull<T>(this T selfObj) where T : class
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{
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return null != selfObj;
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}
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public static Tvalue TryGet<Tkey, Tvalue>(this Dictionary<Tkey, Tvalue> dict, Tkey key)
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{
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Tvalue value;
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dict.TryGetValue(key, out value);
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return value;
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}
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private static readonly List<Transform> s_CachedTransforms = new List<Transform>();
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public static void SetActiveSafe(this GameObject gameObject, bool value)
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{
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if (gameObject.activeInHierarchy != value)
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{
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gameObject.SetActive(value);
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}
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}
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/// <summary>
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/// 获取或增加组件。
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/// </summary>
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/// <typeparam name="T">要获取或增加的组件。</typeparam>
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/// <param name="gameObject">目标对象。</param>
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/// <returns>获取或增加的组件。</returns>
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public static T GetOrAddComponent<T>(this GameObject gameObject) where T : Component
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{
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T component = gameObject.GetComponent<T>();
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if (component == null)
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{
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component = gameObject.AddComponent<T>();
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}
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return component;
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}
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/// <summary>
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/// 获取或增加组件。
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/// </summary>
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/// <param name="gameObject">目标对象。</param>
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/// <param name="type">要获取或增加的组件类型。</param>
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/// <returns>获取或增加的组件。</returns>
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public static Component GetOrAddComponent(this GameObject gameObject, Type type)
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{
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Component component = gameObject.GetComponent(type);
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if (component == null)
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{
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component = gameObject.AddComponent(type);
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}
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return component;
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}
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public static T GetOrAddComponent<T>(this Transform transform) where T : Component
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{
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T component = transform.GetComponent<T>();
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if (component == null)
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{
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component = transform.gameObject.AddComponent<T>();
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}
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return component;
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}
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public static Component GetOrAddComponent(this Transform transform, Type type)
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{
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Component component = transform.GetComponent(type);
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if (component == null)
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{
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component = transform.gameObject.AddComponent(type);
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}
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return component;
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}
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#region 查找模块
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public static GameObject FindFirst(this Transform transform, string objName)
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{
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return FindGameobject(transform, objName);
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}
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public static GameObject FindFirst(this GameObject gameObject, string objName)
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{
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return FindGameobject(gameObject.transform, objName);
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}
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public static T FindFirst<T>(this Transform transform, string objName) where T : Component
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{
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return FindGameobject<T>(transform, objName);
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}
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public static T FindFirst<T>(this GameObject gameObject, string objName) where T : Component
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{
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return FindGameobject<T>(gameObject.transform, objName);
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}
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//查找组件
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public static T FindGameobject<T>(Transform trs, string objName) where T : Component
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{
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GameObject tempObj = FindGameobject(trs, objName);
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if (tempObj != null)
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{
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if (tempObj.GetComponent<T>() != null)
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{
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return tempObj.GetComponent<T>();
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}
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else
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{
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Debug.LogError(string.Format("FindTools.FindGameobject 无法找到 {0} 对应的游戏组件 {1}", objName, typeof(T).Name));
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}
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}
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return null;
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}
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//所有提示都已写全
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public static GameObject FindGameobject(Transform trs, string objName)
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{
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if (trs == null)
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{
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Debug.LogError("FindTools.FindGameobject trs = null");
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return null;
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}
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if (string.IsNullOrEmpty(objName))
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{
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Debug.LogError("FindTools.FindGameobject objName = null");
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return null;
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}
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GameObject tempObj = Find(trs, objName);
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if (tempObj == null)
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{
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Debug.LogError(string.Format("FindTools.FindGameobject 无法找到 {0} 对应的游戏物体", objName));
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}
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return tempObj;
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}
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private static GameObject Find(Transform trs, string objName)
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{
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if (trs.name == objName)
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{
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return trs.gameObject;
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}
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if (trs.childCount > 0)
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{
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foreach (Transform tempTrs in trs)
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{
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GameObject obj = Find(tempTrs, objName);
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if (obj != null)
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{
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return obj;
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}
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}
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}
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return null;
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}
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#endregion
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/// <summary>
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/// 获取 GameObject 是否在场景中。
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/// </summary>
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/// <param name="gameObject">目标对象。</param>
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/// <returns>GameObject 是否在场景中。</returns>
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/// <remarks>若返回 true,表明此 GameObject 是一个场景中的实例对象;若返回 false,表明此 GameObject 是一个 Prefab。</remarks>
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public static bool InScene(this GameObject gameObject)
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{
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return gameObject.scene.name != null;
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}
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/// <summary>
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/// 递归设置游戏对象的层次。
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject" /> 对象。</param>
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/// <param name="layer">目标层次的编号。</param>
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public static void SetLayerRecursively(this GameObject gameObject, int layer)
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{
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gameObject.GetComponentsInChildren(true, s_CachedTransforms);
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for (int i = 0; i < s_CachedTransforms.Count; i++)
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{
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s_CachedTransforms[i].gameObject.layer = layer;
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}
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s_CachedTransforms.Clear();
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}
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/// <summary>
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/// 取 <see cref="Vector3" /> 的 (x, y, z) 转换为 <see cref="Vector2" /> 的 (x, z)。
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/// </summary>
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/// <param name="vector3">要转换的 Vector3。</param>
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/// <returns>转换后的 Vector2。</returns>
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public static Vector2 ToVector2(this Vector3 vector3)
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{
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return new Vector2(vector3.x, vector3.z);
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}
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/// <summary>
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/// 取 <see cref="Vector2" /> 的 (x, y) 转换为 <see cref="Vector3" /> 的 (x, 0, y)。
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/// </summary>
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/// <param name="vector2">要转换的 Vector2。</param>
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/// <returns>转换后的 Vector3。</returns>
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public static Vector3 ToVector3(this Vector2 vector2)
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{
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return new Vector3(vector2.x, 0f, vector2.y);
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}
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/// <summary>
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/// 取 <see cref="Vector2" /> 的 (x, y) 和给定参数 y 转换为 <see cref="Vector3" /> 的 (x, 参数 y, y)。
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/// </summary>
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/// <param name="vector2">要转换的 Vector2。</param>
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/// <param name="y">Vector3 的 y 值。</param>
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/// <returns>转换后的 Vector3。</returns>
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public static Vector3 ToVector3(this Vector2 vector2, float y)
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{
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return new Vector3(vector2.x, y, vector2.y);
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}
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#region Transform
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/// <summary>
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/// 设置绝对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">x 坐标值。</param>
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public static void SetPositionX(this Transform transform, float newValue)
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{
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Vector3 v = transform.position;
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v.x = newValue;
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transform.position = v;
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}
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/// <summary>
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/// 设置绝对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">y 坐标值。</param>
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public static void SetPositionY(this Transform transform, float newValue)
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{
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Vector3 v = transform.position;
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v.y = newValue;
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transform.position = v;
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}
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/// <summary>
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/// 设置绝对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">z 坐标值。</param>
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public static void SetPositionZ(this Transform transform, float newValue)
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{
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Vector3 v = transform.position;
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v.z = newValue;
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transform.position = v;
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}
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/// <summary>
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/// 增加绝对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">x 坐标值增量。</param>
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public static void AddPositionX(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.position;
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v.x += deltaValue;
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transform.position = v;
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}
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/// <summary>
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/// 增加绝对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">y 坐标值增量。</param>
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public static void AddPositionY(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.position;
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v.y += deltaValue;
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transform.position = v;
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}
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/// <summary>
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/// 增加绝对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">z 坐标值增量。</param>
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public static void AddPositionZ(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.position;
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v.z += deltaValue;
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transform.position = v;
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}
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/// <summary>
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/// 设置相对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">x 坐标值。</param>
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public static void SetLocalPositionX(this Transform transform, float newValue)
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{
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Vector3 v = transform.localPosition;
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v.x = newValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 设置相对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">y 坐标值。</param>
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public static void SetLocalPositionY(this Transform transform, float newValue)
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{
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Vector3 v = transform.localPosition;
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v.y = newValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 设置相对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">z 坐标值。</param>
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public static void SetLocalPositionZ(this Transform transform, float newValue)
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{
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Vector3 v = transform.localPosition;
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v.z = newValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 增加相对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">x 坐标值。</param>
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public static void AddLocalPositionX(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localPosition;
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v.x += deltaValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 增加相对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">y 坐标值。</param>
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public static void AddLocalPositionY(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localPosition;
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v.y += deltaValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 增加相对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">z 坐标值。</param>
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public static void AddLocalPositionZ(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localPosition;
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v.z += deltaValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 设置相对尺寸的 x 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">x 分量值。</param>
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public static void SetLocalScaleX(this Transform transform, float newValue)
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{
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Vector3 v = transform.localScale;
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v.x = newValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 设置相对尺寸的 y 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">y 分量值。</param>
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public static void SetLocalScaleY(this Transform transform, float newValue)
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{
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Vector3 v = transform.localScale;
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v.y = newValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 设置相对尺寸的 z 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">z 分量值。</param>
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public static void SetLocalScaleZ(this Transform transform, float newValue)
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{
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Vector3 v = transform.localScale;
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v.z = newValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 增加相对尺寸的 x 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">x 分量增量。</param>
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public static void AddLocalScaleX(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localScale;
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v.x += deltaValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 增加相对尺寸的 y 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">y 分量增量。</param>
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public static void AddLocalScaleY(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localScale;
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v.y += deltaValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 增加相对尺寸的 z 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">z 分量增量。</param>
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public static void AddLocalScaleZ(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localScale;
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v.z += deltaValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 二维空间下使 <see cref="Transform" /> 指向指向目标点的算法,使用世界坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="lookAtPoint2D">要朝向的二维坐标点。</param>
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/// <remarks>假定其 forward 向量为 <see cref="Vector3.up" />。</remarks>
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public static void LookAt2D(this Transform transform, Vector2 lookAtPoint2D)
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{
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Vector3 vector = lookAtPoint2D.ToVector3() - transform.position;
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vector.y = 0f;
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if (vector.magnitude > 0f)
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{
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transform.rotation = Quaternion.LookRotation(vector.normalized, Vector3.up);
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}
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}
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#endregion Transform
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}
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}
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