mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-12 21:52:32 +00:00
1073 lines
No EOL
31 KiB
C#
1073 lines
No EOL
31 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace SanAndreasUnity.Utilities
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{
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//Static class with extra functions
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public static class F
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{
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private static Vector3[] m_fourCornersArray = new Vector3[4];
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//Returns the number with the greatest absolute value
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public static float MaxAbs(params float[] nums)
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{
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float result = 0;
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for (int i = 0; i < nums.Length; i++)
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{
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if (Mathf.Abs(nums[i]) > Mathf.Abs(result))
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{
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result = nums[i];
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}
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}
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return result;
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}
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//Returns the topmost parent with a certain component
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public static Component GetTopmostParentComponent<T>(Transform tr) where T : Component
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{
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Component getting = null;
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while (tr.parent != null)
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{
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if (tr.parent.GetComponent<T>() != null)
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{
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getting = tr.parent.GetComponent<T>();
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}
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tr = tr.parent;
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}
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return getting;
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}
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public static Mesh GetSharedMesh(this Collider col)
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{
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if (col is MeshCollider)
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{
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return ((MeshCollider)col).sharedMesh;
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}
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else
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{
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// WIP: Depending on the collider generate a diferent shape
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MeshFilter f = col.gameObject.GetComponent<MeshFilter>();
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return f != null ? f.sharedMesh : null;
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}
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}
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public static Vector3 ClosestPointOrBoundsCenter(this Collider collider, Vector3 position)
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{
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if (collider is MeshCollider && !((MeshCollider)collider).convex)
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{
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// ClosestPoint() function is not supported on non-convex mesh colliders
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return collider.bounds.center;
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}
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return collider.ClosestPoint(position);
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}
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public static bool BetweenInclusive(this float v, float min, float max)
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{
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return v >= min && v <= max;
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}
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public static bool BetweenExclusive(this float v, float min, float max)
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{
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return v > min && v < max;
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}
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public static int RoundToInt(this float f)
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{
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return Mathf.RoundToInt (f);
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}
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public static float SqrtOrZero(this float f)
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{
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if (float.IsNaN(f))
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return 0f;
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if (f <= 0f)
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return 0f;
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return Mathf.Sqrt(f);
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}
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public static double DateTimeToUnixTimestamp(this DateTime dateTime)
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{
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return (TimeZoneInfo.ConvertTimeToUtc(dateTime) -
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new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc)).TotalSeconds;
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}
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public static string CurrentDateForLogging
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{
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get
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{
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try {
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return System.DateTime.Now.ToString("dd MMM HH:mm:ss");
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} catch {
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return "";
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}
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}
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}
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/// <summary>
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/// Formats the elapsed time (in seconds) in format hh:mm:ss, but removes the unnecessary prefix values which are zero.
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/// For example, 40 seconds will just return 40, 70 will return 01:10, 3700 will return 01:01:40.
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/// </summary>
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public static string FormatElapsedTime( float elapsedTime ) {
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int elapsedTimeInteger = Mathf.CeilToInt (elapsedTime);
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int hours = elapsedTimeInteger / 3600;
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int minutes = elapsedTimeInteger % 3600 / 60;
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int seconds = elapsedTimeInteger % 3600 % 60 ;
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var sb = new System.Text.StringBuilder (10);
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if (hours > 0) {
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if (hours < 10)
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sb.Append ("0");
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sb.Append (hours);
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sb.Append (":");
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}
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if (hours > 0 || minutes > 0) {
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if (minutes < 10)
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sb.Append ("0");
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sb.Append (minutes);
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sb.Append (":");
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}
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if (seconds < 10)
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sb.Append ("0");
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sb.Append (seconds);
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return sb.ToString ();
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}
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public static string Nl2Br(this string str)
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{
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return str.Replace(Environment.NewLine, "<br>");
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}
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public static string OptimizeHTML(this string str)
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{
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return str.Replace("<", "<").Replace(">", ">").Nl2Br().Replace("<br>", "[br]");
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}
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public static string CleanElement(this string html, string element)
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{
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string orEl = string.Format(@"\[{0}\]", element);
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return Regex.Replace(html, orEl, (m) => { return Callback(m, element, html); });
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}
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private static string Callback(Match match, string element, string html)
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{
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int oc = FindOccurrences(html.Substring(0, match.Index + 1), match.Index);
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string befChar = html.Substring(match.Index - (element.Length + 3), 1);
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string sep = new string(Convert.ToChar(9), oc);
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return string.Format("{3}<{0}>{1}{2}", element, Environment.NewLine, sep, befChar.Replace(Environment.NewLine, " ").IsNullOrWhiteSpace() ? sep : "");
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}
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private static int FindOccurrences(string str, int maxIndex)
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{
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int lio = str.LastIndexOf("</");
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//Debug.LogFormat("LastIndexOf: {0}\nMatchIndex: {1}\nLength: {2}", lio, maxIndex, str.Length);
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return Regex.Matches(str.Substring(lio, maxIndex - lio), @"<\w+").Count;
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}
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public static bool IsNullOrWhiteSpace(this string value)
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{
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if (value == null) return true;
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return string.IsNullOrEmpty(value.Trim());
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}
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public static void Clear(this StringBuilder value)
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{
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value.Length = 0;
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value.Capacity = 0;
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}
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public static String NameOf<T>(this T obj)
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{
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return typeof(T).ToString();
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}
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public static T GetComponentWithName<T>(this Component root, string name) where T : Component
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{
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return root.GetComponentsInChildren<T>().FirstOrDefault(x => x.name == name);
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}
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public static T GetOrAddComponent<T> (this GameObject go) where T : Component
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{
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T comp = go.GetComponent<T> ();
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if (null == comp)
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comp = go.AddComponent<T> ();
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return comp;
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}
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public static T GetComponentOrThrow<T> (this GameObject go) where T : Component
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{
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T comp = go.GetComponent<T> ();
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if (null == comp)
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throw new MissingComponentException (string.Format ("Failed to get component of type: {0}, on game object: {1}", typeof(T), go.name));
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return comp;
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}
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public static T GetComponentOrThrow<T> (this Component comp) where T : Component
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{
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return comp.gameObject.GetComponentOrThrow<T> ();
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}
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public static T GetComponentOrLogError<T> (this GameObject go) where T : Component
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{
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T comp = go.GetComponent<T> ();
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if (null == comp)
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Debug.LogErrorFormat ("Failed to get component of type: {0}, on game object: {1}", typeof(T), go.name);
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return comp;
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}
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public static T GetComponentOrLogError<T> (this Component comp) where T : Component
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{
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return comp.gameObject.GetComponentOrLogError<T> ();
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}
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public static void DestroyComponent<T> (this GameObject go) where T : Component
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{
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T comp = go.GetComponent<T> ();
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if (comp != null)
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UnityEngine.Object.Destroy(comp);
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}
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public static void MakeChild(this Transform parent, GameObject[] children)
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{
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MakeChild(parent, children, null);
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}
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//Make the game objects children of the parent.
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public static void MakeChild(this Transform parent, GameObject[] children, Action<Transform, GameObject> actionPerLoop)
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{
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foreach (GameObject child in children)
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{
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child.transform.parent = parent;
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if (actionPerLoop != null) actionPerLoop(parent, child);
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}
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}
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public static IEnumerable<Transform> GetAllParents(this Transform tr)
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{
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Transform currentParent = tr.parent;
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while (currentParent != null)
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{
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yield return currentParent;
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currentParent = currentParent.parent;
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}
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}
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public static bool IsParentOf(this Transform tr, Transform child)
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{
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return child.GetAllParents().Any(p => p == tr);
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}
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public static IEnumerable<Transform> GetFirstLevelChildren(this Transform tr)
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{
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for (int i = 0; i < tr.childCount; i++)
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{
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yield return tr.GetChild(i);
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}
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}
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public static IEnumerable<T> GetFirstLevelChildrenComponents<T>(this GameObject go) where T : Component
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{
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return go.transform.GetFirstLevelChildren().SelectMany(c => c.GetComponents<T>());
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}
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public static IEnumerable<T> GetFirstLevelChildrenSingleComponent<T>(this GameObject go) where T : Component
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{
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return go.transform.GetFirstLevelChildren().Select(c => c.GetComponent<T>()).Where(_ => _ != null);
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}
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public static void SetY(this Transform t, float yPos) {
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Vector3 pos = t.position;
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pos.y = yPos;
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t.position = pos;
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}
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public static void SetLocalY(this Transform t, float yPos)
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{
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Vector3 pos = t.localPosition;
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pos.y = yPos;
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t.localPosition = pos;
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}
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public static float Distance(this Transform t, Vector3 pos)
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{
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return Vector3.Distance (t.position, pos);
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}
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public static Quaternion CreateRotationAroundAxes (Vector3 degrees)
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{
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Quaternion rotation = Quaternion.identity;
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if (degrees.x != 0)
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rotation *= Quaternion.AngleAxis (degrees.x, Vector3.right);
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if (degrees.y != 0)
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rotation *= Quaternion.AngleAxis (degrees.y, Vector3.up);
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if (degrees.z != 0)
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rotation *= Quaternion.AngleAxis (degrees.z, Vector3.forward);
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return rotation;
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}
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public static Vector3 TransformDirection (this Quaternion rot, Vector3 dir)
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{
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return rot * dir;
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}
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/// <summary>
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/// Transforms the rotation from local space to world space.
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/// </summary>
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public static Quaternion TransformRotation (this Transform tr, Quaternion rot)
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{
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Vector3 localForward = rot * Vector3.forward;
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Vector3 localUp = rot * Vector3.up;
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return Quaternion.LookRotation (tr.TransformDirection (localForward), tr.TransformDirection (localUp));
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}
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public static void SetGlobalScale (this Transform tr, Vector3 globalScale)
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{
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Vector3 parentGlobalScale = tr.parent != null ? tr.parent.lossyScale : Vector3.one;
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tr.localScale = Vector3.Scale (globalScale, parentGlobalScale.Inverted () );
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}
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public static Vector3 ClampDirection (Vector3 dir, Vector3 referenceVec, float maxAngle)
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{
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float angle = Vector3.Angle (dir, referenceVec);
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if (angle > maxAngle) {
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// needs to be clamped
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return Vector3.RotateTowards( dir, referenceVec, (angle - maxAngle) * Mathf.Deg2Rad, 0f );
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// Vector3.Lerp( dir, referenceVec, );
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}
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return dir;
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}
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public static void EnableRigidBody(Rigidbody rb)
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{
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rb.isKinematic = false;
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rb.detectCollisions = true;
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}
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public static void DisableRigidBody(Rigidbody rb)
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{
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rb.isKinematic = true;
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rb.detectCollisions = false;
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}
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public static object FromHex(this string hexString, Type type, CultureInfo info)
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{
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var argTypes = new[] { typeof(string), typeof(NumberStyles), typeof(IFormatProvider) };
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var convert = type.GetMethod("Parse",
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BindingFlags.Static | BindingFlags.Public,
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null, argTypes, null);
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return convert.Invoke(null, new object[] { hexString, NumberStyles.HexNumber, info });
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}
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public static void SafeDestroy<T>(this T obj) where T : Object
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{
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if (Application.isEditor)
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Object.DestroyImmediate(obj);
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else
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Object.Destroy(obj);
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}
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public static void SafeDestroyGameObject<T>(this T component) where T : Component
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{
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if (component != null)
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SafeDestroy(component.gameObject);
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}
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public static void DestroyEvenInEditMode(Object obj)
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{
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if (F.IsAppInEditTime)
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Object.DestroyImmediate(obj, false);
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else
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Object.Destroy(obj);
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}
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public static string FirstCharToUpper(this string str)
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{
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if (string.Empty == str)
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return str;
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return str[0].ToString().ToUpperInvariant() + str.Substring(1);
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}
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public static string ToLowerIfNotLower(this string str)
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{
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for (int i = 0; i < str.Length; i++)
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{
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if (!char.IsLower(str[i]))
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return str.ToLower();
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}
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return str;
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}
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public static string GetGameObjectPath(this GameObject obj)
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{
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string path = obj.name;
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while (obj.transform.parent != null)
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{
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obj = obj.transform.parent.gameObject;
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path = "/" + obj.name + path;
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}
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return path;
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}
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public static float GetTimePerc (this AnimationState state)
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{
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return state.time / state.length;
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}
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public static void SetTimePerc (this AnimationState state, float perc)
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{
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state.time = state.length * perc;
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}
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public static bool RunExceptionSafe (System.Action function, string errorMessagePrefix)
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{
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try {
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function();
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return true;
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} catch(System.Exception ex) {
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try {
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Debug.LogError (errorMessagePrefix + ex);
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} catch {}
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}
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return false;
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}
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public static void RunExceptionSafe (System.Action function)
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{
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try {
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function();
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} catch(System.Exception ex) {
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try {
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Debug.LogException (ex);
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} catch {}
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}
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}
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public static void Invoke( this System.Object obj, string methodName, params object[] args ) {
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var method = obj.GetType().GetMethod( methodName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public );
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if(method != null) {
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method.Invoke( obj, args );
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}
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}
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public static void InvokeExceptionSafe( this System.Object obj, string methodName, params object[] args ) {
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try {
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obj.Invoke( methodName, args );
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} catch (System.Exception ex) {
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Debug.LogException (ex);
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}
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}
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/// <summary>
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/// Invokes all subscribed delegates, and makes sure any exception is caught and logged, so that all
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/// subscribers will get notified.
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/// </summary>
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public static void InvokeEventExceptionSafe( MulticastDelegate eventDelegate, params object[] parameters )
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{
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RunExceptionSafe( () => {
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var delegates = eventDelegate.GetInvocationList ();
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foreach (var del in delegates) {
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if (del.Method != null) {
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try {
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del.Method.Invoke (del.Target, parameters);
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} catch(System.Exception ex) {
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UnityEngine.Debug.LogException (ex);
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}
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}
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}
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});
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}
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public static void SendMessageToObjectsOfType<T> (string msg, params object[] args) where T : UnityEngine.Object
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|
{
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var objects = UnityEngine.Object.FindObjectsOfType<T> ();
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foreach (var obj in objects) {
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obj.InvokeExceptionSafe (msg, args);
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}
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}
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|
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public static bool IsCasteable<T>(this object input)
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|
{
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|
try
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|
{
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Convert.ChangeType(input, typeof(T));
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return true;
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}
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catch
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{
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return false;
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}
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}
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public static T[] AddValue<T>(this T[] arr, T value)
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{
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return (new List<T>(arr.ToList()) { value }).ToArray();
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}
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|
public static T[] Add<T>(this T[] target, T item)
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{
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|
if (target == null)
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throw new ArgumentNullException();
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T[] result = new T[target.Length + 1];
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target.CopyTo(result, 0);
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result[target.Length] = item;
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return result;
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}
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|
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public static TNew[] ConvertArray<TNew, TOld>(TOld[] array, Func<TOld, TNew> selector)
|
|
{
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|
int length = array.Length;
|
|
TNew[] newArray = new TNew[length];
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for (int i = 0; i < length; i++)
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{
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newArray[i] = selector(array[i]);
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}
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return newArray;
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}
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|
|
public static IEnumerable<T> DistinctBy<T,T2>(this IEnumerable<T> enumerable, System.Func<T,T2> selector)
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|
{
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|
var hashSet = new HashSet<T2>();
|
|
|
|
foreach (T elem in enumerable)
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|
{
|
|
T2 value = selector (elem);
|
|
if (hashSet.Add(value))
|
|
yield return elem;
|
|
}
|
|
}
|
|
|
|
public static T MinBy<T, TComparable>(
|
|
this IEnumerable<T> enumerable,
|
|
System.Func<T, TComparable> selector,
|
|
T elementToReturnIfEmpty)
|
|
where TComparable : IComparable
|
|
{
|
|
var comparer = Comparer<TComparable>.Default;
|
|
T minElement = default;
|
|
TComparable minValue = default;
|
|
bool hasAnyValue = false;
|
|
|
|
foreach (var element in enumerable)
|
|
{
|
|
TComparable value = selector(element);
|
|
if (!hasAnyValue)
|
|
{
|
|
hasAnyValue = true;
|
|
minElement = element;
|
|
minValue = value;
|
|
}
|
|
else
|
|
{
|
|
if (comparer.Compare(value, minValue) < 0)
|
|
{
|
|
minElement = element;
|
|
minValue = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
return !hasAnyValue ? elementToReturnIfEmpty : minElement;
|
|
}
|
|
|
|
public static int FindIndex<T> (this IEnumerable<T> enumerable, System.Predicate<T> predicate)
|
|
{
|
|
int i = 0;
|
|
foreach (var elem in enumerable) {
|
|
if (predicate (elem))
|
|
return i;
|
|
i++;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
public static int IndexOf<T> (this IEnumerable<T> enumerable, T value)
|
|
{
|
|
return enumerable.FindIndex (elem => elem.Equals (value));
|
|
}
|
|
|
|
public static bool AnyInList<T>(this IList<T> list, System.Predicate<T> predicate)
|
|
{
|
|
for (int i = 0; i < list.Count; i++)
|
|
{
|
|
if (predicate(list[i]))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static bool AddIfNotPresent<T> (this List<T> list, T item)
|
|
{
|
|
if (!list.Contains (item)) {
|
|
list.Add (item);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static void EnsureCount<T>(this List<T> list, int count)
|
|
{
|
|
if (list.Count < count)
|
|
{
|
|
int diff = count - list.Count;
|
|
for (int i = 0; i < diff; i++)
|
|
{
|
|
list.Add(default);
|
|
}
|
|
}
|
|
}
|
|
|
|
public static T RandomElement<T> (this IList<T> list)
|
|
{
|
|
if (list.Count < 1)
|
|
throw new System.InvalidOperationException("List has no elements");
|
|
return list [UnityEngine.Random.Range(0, list.Count)];
|
|
}
|
|
|
|
private static T RandomElement<T> (this IEnumerable<T> enumerable, bool returnDefaultIfEmpty)
|
|
{
|
|
// ReSharper disable PossibleMultipleEnumeration
|
|
int count = enumerable.Count();
|
|
|
|
if (count < 1)
|
|
{
|
|
if (returnDefaultIfEmpty)
|
|
return default(T);
|
|
throw new System.InvalidOperationException("Enumerable has no elements");
|
|
}
|
|
|
|
return enumerable.ElementAt(UnityEngine.Random.Range(0, count));
|
|
// ReSharper restore PossibleMultipleEnumeration
|
|
}
|
|
|
|
public static T RandomElement<T>(this IEnumerable<T> enumerable)
|
|
{
|
|
return RandomElement(enumerable, false);
|
|
}
|
|
|
|
public static T RandomElementOrDefault<T>(this IEnumerable<T> enumerable)
|
|
{
|
|
return RandomElement(enumerable, true);
|
|
}
|
|
|
|
public static void ForEach<T>(this IEnumerable<T> enumerable, System.Action<T> action)
|
|
{
|
|
foreach (var element in enumerable)
|
|
{
|
|
action(element);
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<T> WhereAlive<T> (this IEnumerable<T> enumerable)
|
|
where T : UnityEngine.Object
|
|
{
|
|
return enumerable.Where(obj => obj != null);
|
|
}
|
|
|
|
public static int RemoveDeadObjects<T> (this List<T> list)
|
|
where T : UnityEngine.Object
|
|
{
|
|
return list.RemoveAll(item => null == item);
|
|
}
|
|
|
|
public static int RemoveDeadObjectsIfNotEmpty<T>(this List<T> list)
|
|
where T : UnityEngine.Object
|
|
{
|
|
if (list.Count > 0)
|
|
return list.RemoveDeadObjects();
|
|
return 0;
|
|
}
|
|
|
|
|
|
private static Dictionary<string, Texture2D> Texturemap = new Dictionary<string, Texture2D>();
|
|
private static Texture2D Font;
|
|
|
|
public static Color[] WriteLetterToTexture(this char chipName, int fontWidth = 12, int fontHeight = 18)
|
|
{
|
|
if (Font == null)
|
|
{
|
|
Debug.Log("Loaded chipfont!");
|
|
Font = Resources.Load<Texture2D>("Textures/chipfont");
|
|
}
|
|
|
|
// Copy each letter to the texture
|
|
int cur_id = (int)(chipName - '0');
|
|
|
|
return Font.GetPixels(cur_id * fontWidth, 0, fontWidth, fontHeight);
|
|
}
|
|
|
|
// WIP: Vector2? offset = null
|
|
public static Texture2D WriteTextToTexture(this string chipName, Texture2D texture, int fontWidth = 12, int fontHeight = 18)
|
|
{
|
|
if (Font == null)
|
|
Font = Resources.Load<Texture2D>("Textures/chipfont");
|
|
|
|
// If texture already exists, don't create it again
|
|
|
|
int offset = 5;
|
|
int offset_y = Font.height;
|
|
|
|
// Copy each letter to the texture
|
|
for (int i = 0; i < chipName.Length; i++)
|
|
{
|
|
int cur_id = (int)(chipName[i] - '0');
|
|
for (int y = 0; y < fontHeight; y++)
|
|
{
|
|
for (int x = 0; x < fontWidth; x++)
|
|
{
|
|
Color tempColor = Font.GetPixel(cur_id * fontWidth + x, offset_y - y);
|
|
texture.SetPixel(offset + x, offset_y - y + 10, tempColor);
|
|
}
|
|
}
|
|
offset += fontWidth;
|
|
}
|
|
|
|
texture.Apply();
|
|
|
|
return texture;
|
|
}
|
|
|
|
public static Texture2D TextToTexture(this string chipName, int fontWidth = 12, int fontHeight = 18)
|
|
{
|
|
if (Font == null)
|
|
Font = Resources.Load<Texture2D>("Textures/chipfont");
|
|
|
|
// If texture already exists, don't create it again
|
|
if (!Texturemap.ContainsKey(chipName))
|
|
{
|
|
int textureWidth = 100;
|
|
// Generate the texture
|
|
var texture = new Texture2D(textureWidth, 100, TextureFormat.ARGB32, false);
|
|
|
|
for (int y = 0; y < 100; y++)
|
|
{
|
|
for (int x = 0; x < textureWidth; x++)
|
|
{
|
|
texture.SetPixel(x, y, Color.clear);
|
|
}
|
|
}
|
|
|
|
int offset = 5;
|
|
int offset_y = Font.height;
|
|
|
|
// Copy each letter to the texture
|
|
for (int i = 0; i < chipName.Length; i++)
|
|
{
|
|
int cur_id = (int)(chipName[i] - '0');
|
|
for (int y = 0; y < fontHeight; y++)
|
|
{
|
|
for (int x = 0; x < fontWidth; x++)
|
|
{
|
|
Color tempColor = Font.GetPixel(cur_id * fontWidth + x, offset_y - y);
|
|
texture.SetPixel(offset + x, offset_y - y + 10, tempColor);
|
|
}
|
|
}
|
|
offset += fontWidth;
|
|
}
|
|
|
|
// Apply all SetPixel calls
|
|
texture.Apply();
|
|
|
|
Texturemap[chipName] = texture;
|
|
}
|
|
|
|
return Texturemap[chipName];
|
|
}
|
|
|
|
public static Vector2 GetSize (this Texture2D tex)
|
|
{
|
|
return new Vector2 (tex.width, tex.height);
|
|
}
|
|
|
|
// Slow method
|
|
public static int CountObjectsInLayer(int layer)
|
|
{
|
|
int i = 0;
|
|
foreach (Transform t in Object.FindObjectsOfType<Transform>())
|
|
if (t.gameObject.layer == layer)
|
|
++i;
|
|
|
|
return i;
|
|
}
|
|
|
|
public static bool IsGreaterOrEqual(this Vector2 local, Vector2 other)
|
|
{
|
|
if (local.x >= other.x && local.y >= other.y)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
public static bool IsLesserOrEqual(this Vector2 local, Vector2 other)
|
|
{
|
|
if (local.x <= other.x && local.y <= other.y)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
public static bool IsGreater(this Vector2 local, Vector2 other, bool orOperator = false)
|
|
{
|
|
if (orOperator)
|
|
{
|
|
if (local.x > other.x || local.y > other.y)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (local.x > other.x && local.y > other.y)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public static bool IsLesser(this Vector2 local, Vector2 other, bool orOperator = false)
|
|
{
|
|
if (orOperator)
|
|
{
|
|
if (local.x < other.x || local.y < other.y)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (local.x < other.x && local.y < other.y)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public static Vector2 ToVec2WithXAndZ( this Vector3 vec3 ) {
|
|
return new Vector2 (vec3.x, vec3.z);
|
|
}
|
|
|
|
public static Vector3 WithXAndZ( this Vector3 vec3 ) {
|
|
return new Vector3 (vec3.x, 0f, vec3.z);
|
|
}
|
|
|
|
public static Vector3 WithY( this Vector3 vec3, float yValue ) {
|
|
return new Vector3 (vec3.x, yValue, vec3.z);
|
|
}
|
|
|
|
public static Vector3 Inverted (this Vector3 vec3)
|
|
{
|
|
return new Vector3 (1.0f / vec3.x, 1.0f / vec3.y, 1.0f / vec3.z);
|
|
}
|
|
|
|
public static Vector2 AsAbsolute(this Vector2 vec)
|
|
{
|
|
return new Vector2(Mathf.Abs(vec.x), Mathf.Abs(vec.y));
|
|
}
|
|
|
|
public static Color OrangeColor { get { return Color.Lerp (Color.yellow, Color.red, 0.5f); } }
|
|
|
|
/// <summary>
|
|
/// Clamps all coordinates between 0 and 1.
|
|
/// </summary>
|
|
public static Rect Clamp01(this Rect rect) {
|
|
|
|
float xMin = rect.xMin;
|
|
float xMax = rect.xMax;
|
|
float yMin = rect.yMin;
|
|
float yMax = rect.yMax;
|
|
|
|
xMin = Mathf.Clamp01 (xMin);
|
|
xMax = Mathf.Clamp01 (xMax);
|
|
yMin = Mathf.Clamp01 (yMin);
|
|
yMax = Mathf.Clamp01 (yMax);
|
|
|
|
return new Rect(xMin, yMin, xMax - xMin, yMax - yMin);
|
|
}
|
|
|
|
public static bool Contains(this Rect rect, Rect other) {
|
|
|
|
return rect.xMax >= other.xMax && rect.xMin <= other.xMin && rect.yMax >= other.yMax && rect.yMin <= other.yMin;
|
|
|
|
}
|
|
|
|
public static Rect Intersection(this Rect rect, Rect other) {
|
|
|
|
float xMax = Mathf.Min (rect.xMax, other.xMax);
|
|
float yMax = Mathf.Min (rect.yMax, other.yMax);
|
|
|
|
float xMin = Mathf.Max (rect.xMin, other.xMin);
|
|
float yMin = Mathf.Max (rect.yMin, other.yMin);
|
|
|
|
return new Rect(xMin, yMin, xMax - xMin, yMax - yMin);
|
|
}
|
|
|
|
public static Rect Normalized(this Rect rect, Rect outter) {
|
|
|
|
float xMin = (rect.xMin - outter.xMin) / outter.width;
|
|
float xMax = (rect.xMax - outter.xMin) / outter.width;
|
|
|
|
float yMin = (rect.yMin - outter.yMin) / outter.height;
|
|
float yMax = (rect.yMax - outter.yMin) / outter.height;
|
|
|
|
return new Rect(xMin, yMin, xMax - xMin, yMax - yMin);
|
|
}
|
|
|
|
public static Rect CreateRect(Vector2 center, Vector2 size) {
|
|
return new Rect (center - size / 2.0f, size);
|
|
}
|
|
|
|
public static Rect GetRect (this RectTransform rectTransform)
|
|
{
|
|
|
|
Vector3[] localCorners = m_fourCornersArray;
|
|
rectTransform.GetLocalCorners (localCorners);
|
|
|
|
float xMin = float.PositiveInfinity, yMin = float.PositiveInfinity;
|
|
float xMax = float.NegativeInfinity, yMax = float.NegativeInfinity;
|
|
|
|
for (int i = 0; i < localCorners.Length; i++) {
|
|
Vector3 corner = localCorners [i];
|
|
|
|
if (corner.x < xMin)
|
|
xMin = corner.x;
|
|
else if (corner.x > xMax)
|
|
xMax = corner.x;
|
|
|
|
if (corner.y < yMin)
|
|
yMin = corner.y;
|
|
else if (corner.y > yMax)
|
|
yMax = corner.y;
|
|
}
|
|
|
|
return new Rect (xMin, yMin, xMax - xMin, yMax - yMin);
|
|
}
|
|
|
|
public static Texture2D CreateTexture (int width, int height, Color color) {
|
|
|
|
Color[] pixels = new Color[width * height];
|
|
|
|
for (int i = 0; i < pixels.Length; i++)
|
|
pixels [i] = color;
|
|
|
|
Texture2D texture = new Texture2D (width, height);
|
|
texture.SetPixels (pixels);
|
|
texture.Apply ();
|
|
|
|
return texture;
|
|
}
|
|
|
|
|
|
public static Ray GetRayFromCenter (this Camera cam)
|
|
{
|
|
Vector3 viewportPos = new Vector3 (0.5f, 0.5f, 0f);
|
|
return cam.ViewportPointToRay (viewportPos);
|
|
}
|
|
|
|
public static Camera FindMainCameraEvenIfDisabled()
|
|
{
|
|
GameObject camObj = GameObject.FindGameObjectWithTag("MainCamera");
|
|
if (camObj != null)
|
|
return camObj.GetComponentInChildren<Camera>(true);
|
|
return null;
|
|
}
|
|
|
|
|
|
public static void GizmosDrawLineFromCamera ()
|
|
{
|
|
if (null == Camera.main)
|
|
return;
|
|
|
|
Ray ray = Camera.main.GetRayFromCenter ();
|
|
|
|
Gizmos.DrawLine (ray.origin, ray.origin + ray.direction * Camera.main.farClipPlane);
|
|
}
|
|
|
|
public static void HandlesDrawText(Vector3 pos, string text, Color color)
|
|
{
|
|
#if UNITY_EDITOR
|
|
UnityEditor.Handles.color = color;
|
|
UnityEditor.Handles.Label(pos, text);
|
|
#endif
|
|
}
|
|
|
|
|
|
private static bool? _isInHeadlessModeCached;
|
|
public static bool IsInHeadlessMode
|
|
{
|
|
get
|
|
{
|
|
if (_isInHeadlessModeCached.HasValue)
|
|
return _isInHeadlessModeCached.Value;
|
|
_isInHeadlessModeCached = SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Null;
|
|
return _isInHeadlessModeCached.Value;
|
|
}
|
|
}
|
|
|
|
public static bool IsAppInEditTime
|
|
{
|
|
get
|
|
{
|
|
#if !UNITY_EDITOR
|
|
return false;
|
|
#else
|
|
return !UnityEditor.EditorApplication.isPlaying && !UnityEditor.EditorApplication.isPaused;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
public static bool ScreenHasHighDensity => Application.isMobilePlatform;
|
|
|
|
|
|
public static int GetAudioClipSizeInBytes(AudioClip clip)
|
|
{
|
|
return clip.samples * sizeof(float);
|
|
}
|
|
|
|
}
|
|
} |