框架上传
This commit is contained in:
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using Stary.Evo;
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using UnityEngine;
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namespace Stary.Evo
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{
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#if UNITY_EDITOR
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[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Object", 0)]
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[APIDescriptionCN("针对 UnityEngine.Object 提供的链式扩展")]
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[APIDescriptionEN("The chain extension provided by UnityEngine.Object")]
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[APIExampleCode(@"
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var gameObject = new GameObject();
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//
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gameObject.Instantiate()
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.Name(""ExtensionExample"")
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.DestroySelf();
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//
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gameObject.Instantiate()
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.DestroySelfGracefully();
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//
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gameObject.Instantiate()
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.DestroySelfAfterDelay(1.0f);
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//
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gameObject.Instantiate()
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.DestroySelfAfterDelayGracefully(1.0f);
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//
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gameObject
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.Self(selfObj => Debug.Log(selfObj.name))
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.Name(""TestObj"")
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.Self(selfObj => Debug.Log(selfObj.name))
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.Name(""ExtensionExample"")
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.DontDestroyOnLoad();
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")]
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#endif
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public static class UnityEngineObjectExtension
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{
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#if UNITY_EDITOR
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// v1 No.37
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[MethodAPI]
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[APIDescriptionCN("Object.Instantiate(Object) 的简单链式封装")]
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[APIDescriptionEN("Object.Instantiate(Object) extension")]
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[APIExampleCode(@"
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prefab.Instantiate();
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")]
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#endif
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public static T Instantiate<T>(this T selfObj) where T : UnityEngine.Object
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{
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return UnityEngine.Object.Instantiate(selfObj);
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}
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#if UNITY_EDITOR
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// v1 No.38
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[MethodAPI]
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[APIDescriptionCN("Object.Instantiate(Object,Vector3,Quaternion) 的简单链式封装")]
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[APIDescriptionEN("Object.Instantiate(Object,Vector3,Quaternion) extension")]
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[APIExampleCode(@"
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prefab.Instantiate(Vector3.zero,Quaternion.identity);
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")]
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#endif
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public static T Instantiate<T>(this T selfObj, Vector3 position, Quaternion rotation)
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where T : UnityEngine.Object
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{
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return UnityEngine.Object.Instantiate(selfObj, position, rotation);
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}
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#if UNITY_EDITOR
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// v1 No.39
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[MethodAPI]
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[APIDescriptionCN("Object.Instantiate(Object,Vector3,Quaternion,Transform parent) 的简单链式封装")]
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[APIDescriptionEN("Object.Instantiate(Object,Vector3,Quaternion,Transform parent) extension")]
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[APIExampleCode(@"
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prefab.Instantiate(Vector3.zero,Quaternion.identity,transformRoot);
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")]
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#endif
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public static T Instantiate<T>(
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this T selfObj,
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Vector3 position,
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Quaternion rotation,
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Transform parent)
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where T : UnityEngine.Object
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{
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return UnityEngine.Object.Instantiate(selfObj, position, rotation, parent);
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}
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#if UNITY_EDITOR
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// v1 No.40
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[MethodAPI]
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[APIDescriptionCN("Object.Instantiate(Transform parent,bool worldPositionStays) 的简单链式封装")]
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[APIDescriptionEN("Object.Instantiate(Transform parent,bool worldPositionStays) extension")]
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[APIExampleCode(@"
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prefab.Instantiate(transformRoot,true);
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")]
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#endif
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public static T InstantiateWithParent<T>(this T selfObj, Transform parent, bool worldPositionStays)
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where T : UnityEngine.Object
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{
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return (T)UnityEngine.Object.Instantiate((UnityEngine.Object)selfObj, parent, worldPositionStays);
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}
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public static T InstantiateWithParent<T>(this T selfObj, Component parent, bool worldPositionStays)
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where T : UnityEngine.Object
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{
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return (T)UnityEngine.Object.Instantiate((UnityEngine.Object)selfObj, parent.transform, worldPositionStays);
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}
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#if UNITY_EDITOR
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// v1 No.41
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[MethodAPI]
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[APIDescriptionCN("Object.Instantiate(Transform parent) 的简单链式封装")]
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[APIDescriptionEN("Object.Instantiate(Transform parent) extension")]
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[APIExampleCode(@"
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prefab.Instantiate(transformRoot);
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")]
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#endif
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public static T InstantiateWithParent<T>(this T selfObj, Transform parent) where T : UnityEngine.Object
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{
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return UnityEngine.Object.Instantiate(selfObj, parent, false);
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}
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public static T InstantiateWithParent<T>(this T selfObj, Component parent) where T : UnityEngine.Object
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{
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return UnityEngine.Object.Instantiate(selfObj, parent.transform, false);
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}
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#if UNITY_EDITOR
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// v1 No.42
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[MethodAPI]
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[APIDescriptionCN("设置名字")]
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[APIDescriptionEN("set Object's name")]
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[APIExampleCode(@"
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scriptableObject.Name(""LevelData"");
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Debug.Log(scriptableObject.name);
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// LevelData
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")]
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#endif
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public static T Name<T>(this T selfObj, string name) where T : UnityEngine.Object
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{
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selfObj.name = name;
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return selfObj;
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}
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#if UNITY_EDITOR
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// v1 No.43
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[MethodAPI]
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[APIDescriptionCN("Object.Destroy(Object) 简单链式封装")]
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[APIDescriptionEN("Object.Destroy(Object) extension")]
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[APIExampleCode(@"
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new GameObject().DestroySelf()
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")]
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#endif
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public static void DestroySelf<T>(this T selfObj) where T : UnityEngine.Object
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{
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UnityEngine.Object.Destroy(selfObj);
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}
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#if UNITY_EDITOR
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// v1 No.44
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[MethodAPI]
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[APIDescriptionCN("Object.Destroy(Object) 简单链式封装")]
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[APIDescriptionEN("Object.Destroy(Object) extension")]
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[APIExampleCode(@"
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GameObject gameObj = null;
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gameObj.DestroySelfGracefully();
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// not throw null exception
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// 这样写不会报异常(但是不好调试)
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")]
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#endif
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public static T DestroySelfGracefully<T>(this T selfObj) where T : UnityEngine.Object
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{
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if (selfObj)
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{
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UnityEngine.Object.Destroy(selfObj);
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}
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return selfObj;
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}
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#if UNITY_EDITOR
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// v1 No.45
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[MethodAPI]
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[APIDescriptionCN("Object.Destroy(Object,float) 简单链式封装")]
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[APIDescriptionEN("Object.Destroy(Object,float) extension")]
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[APIExampleCode(@"
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new GameObject().DestroySelfAfterDelay(5);
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")]
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#endif
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public static T DestroySelfAfterDelay<T>(this T selfObj, float afterDelay) where T : UnityEngine.Object
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{
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UnityEngine.Object.Destroy(selfObj, afterDelay);
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return selfObj;
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}
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#if UNITY_EDITOR
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// v1 No.46
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[MethodAPI]
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[APIDescriptionCN("Object.Destroy(Object,float) 简单链式封装")]
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[APIDescriptionEN("Object.Destroy(Object,float) extension")]
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[APIExampleCode(@"
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GameObject gameObj = null;
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gameObj.DestroySelfAfterDelayGracefully(5);
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// not throw exception
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// 不会报异常
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")]
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#endif
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public static T DestroySelfAfterDelayGracefully<T>(this T selfObj, float delay) where T : UnityEngine.Object
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{
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if (selfObj)
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{
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UnityEngine.Object.Destroy(selfObj, delay);
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}
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return selfObj;
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}
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#if UNITY_EDITOR
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// v1 No.47
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[MethodAPI]
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[APIDescriptionCN("Object.DontDestroyOnLoad 简单链式封装")]
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[APIDescriptionEN("Object.DontDestroyOnLoad extension")]
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[APIExampleCode(@"
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new GameObject().DontDestroyOnLoad();
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")]
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#endif
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public static T DontDestroyOnLoad<T>(this T selfObj) where T : UnityEngine.Object
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{
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UnityEngine.Object.DontDestroyOnLoad(selfObj);
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return selfObj;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5f82c097d6fc40e3ba52585f53920178
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timeCreated: 1647487579
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@@ -0,0 +1,334 @@
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using System;
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using UnityEngine;
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namespace Stary.Evo
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{
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#if UNITY_EDITOR
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[ClassAPI("00.FluentAPI.Unity", "UnityEngine.GameObject", 1)]
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[APIDescriptionCN("针对 UnityEngine.GameObject 提供的链式扩展")]
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[APIDescriptionEN("The chain extension provided by UnityEngine.Object.")]
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[APIExampleCode(@"
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var gameObject = new GameObject();
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var transform = gameObject.transform;
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var selfScript = gameObject.AddComponent<MonoBehaviour>();
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var boxCollider = gameObject.AddComponent<BoxCollider>();
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//
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gameObject.Show(); // gameObject.SetActive(true)
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selfScript.Show(); // this.gameObject.SetActive(true)
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boxCollider.Show(); // boxCollider.gameObject.SetActive(true)
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gameObject.transform.Show(); // transform.gameObject.SetActive(true)
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//
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gameObject.Hide(); // gameObject.SetActive(false)
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selfScript.Hide(); // this.gameObject.SetActive(false)
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boxCollider.Hide(); // boxCollider.gameObject.SetActive(false)
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transform.Hide(); // transform.gameObject.SetActive(false)
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//
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selfScript.DestroyGameObj();
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boxCollider.DestroyGameObj();
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]transform.DestroyGameObj();
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//
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selfScript.DestroyGameObjGracefully();
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boxCollider.DestroyGameObjGracefully();
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transform.DestroyGameObjGracefully();
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//
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selfScript.DestroyGameObjAfterDelay(1.0f);
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boxCollider.DestroyGameObjAfterDelay(1.0f);
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transform.DestroyGameObjAfterDelay(1.0f);
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//
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selfScript.DestroyGameObjAfterDelayGracefully(1.0f);
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boxCollider.DestroyGameObjAfterDelayGracefully(1.0f);
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transform.DestroyGameObjAfterDelayGracefully(1.0f);
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//
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gameObject.Layer(0);
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selfScript.Layer(0);
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boxCollider.Layer(0);
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transform.Layer(0);
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//
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gameObject.Layer(""Default"");
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selfScript.Layer(""Default"");
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boxCollider.Layer(""Default"");
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transform.Layer(""Default"");
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")]
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#endif
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public static class UnityEngineGameObjectExtension
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{
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#if UNITY_EDITOR
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// v1 No.48
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[MethodAPI]
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[APIDescriptionCN("gameObject.SetActive(true)")]
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[APIDescriptionEN("gameObject.SetActive(true)")]
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[APIExampleCode(@"
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new GameObject().Show();
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")]
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#endif
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public static GameObject Show(this GameObject selfObj)
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{
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selfObj.SetActive(true);
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return selfObj;
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}
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#if UNITY_EDITOR
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// v1 No.49
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[MethodAPI]
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[APIDescriptionCN("script.gameObject.SetActive(true)")]
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[APIDescriptionEN("script.gameObject.SetActive(true)")]
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[APIExampleCode(@"
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GetComponent<MyScript>().Show();
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")]
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#endif
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public static T Show<T>(this T selfComponent) where T : Component
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{
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selfComponent.gameObject.Show();
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return selfComponent;
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}
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#if UNITY_EDITOR
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// v1 No.50
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[MethodAPI]
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[APIDescriptionCN("gameObject.SetActive(false)")]
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[APIDescriptionEN("gameObject.SetActive(false)")]
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[APIExampleCode(@"
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gameObject.Hide();
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")]
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#endif
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public static GameObject Hide(this GameObject selfObj)
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{
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selfObj.SetActive(false);
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return selfObj;
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}
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#if UNITY_EDITOR
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// v1 No.51
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[MethodAPI]
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[APIDescriptionCN("myScript.gameObject.SetActive(false)")]
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[APIDescriptionEN("myScript.gameObject.SetActive(false)")]
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[APIExampleCode(@"
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GetComponent<MyScript>().Hide();
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")]
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#endif
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public static T Hide<T>(this T selfComponent) where T : Component
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{
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selfComponent.gameObject.Hide();
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return selfComponent;
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}
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#if UNITY_EDITOR
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// v1 No.52
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[MethodAPI]
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[APIDescriptionCN("Destroy(myScript.gameObject)")]
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[APIDescriptionEN("Destroy(myScript.gameObject)")]
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[APIExampleCode(@"
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myScript.DestroyGameObj();
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")]
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#endif
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public static void DestroyGameObj<T>(this T selfBehaviour) where T : Component
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{
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selfBehaviour.gameObject.DestroySelf();
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}
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#if UNITY_EDITOR
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// v1 No.53
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[MethodAPI]
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[APIDescriptionCN("if (myScript) Destroy(myScript.gameObject)")]
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[APIDescriptionEN("if (myScript) Destroy(myScript.gameObject)")]
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[APIExampleCode(@"
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myScript.DestroyGameObjGracefully();
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")]
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#endif
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||||
public static void DestroyGameObjGracefully<T>(this T selfBehaviour) where T : Component
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||||
{
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if (selfBehaviour && selfBehaviour.gameObject)
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||||
{
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||||
selfBehaviour.gameObject.DestroySelfGracefully();
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}
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||||
}
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||||
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||||
#if UNITY_EDITOR
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// v1 No.54
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[MethodAPI]
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||||
[APIDescriptionCN("Object.Destroy(myScript.gameObject,delaySeconds)")]
|
||||
[APIDescriptionEN("Object.Destroy(myScript.gameObject,delaySeconds)")]
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||||
[APIExampleCode(@"
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||||
myScript.DestroyGameObjAfterDelay(5);
|
||||
")]
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||||
#endif
|
||||
public static T DestroyGameObjAfterDelay<T>(this T selfBehaviour, float delay) where T : Component
|
||||
{
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||||
selfBehaviour.gameObject.DestroySelfAfterDelay(delay);
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return selfBehaviour;
|
||||
}
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||||
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||||
#if UNITY_EDITOR
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||||
// v1 No.55
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||||
[MethodAPI]
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||||
[APIDescriptionCN("if (myScript && myScript.gameObject) Object.Destroy(myScript.gameObject,delaySeconds)")]
|
||||
[APIDescriptionEN("if (myScript && myScript.gameObject) Object.Destroy(myScript.gameObject,delaySeconds)")]
|
||||
[APIExampleCode(@"
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||||
myScript.DestroyGameObjAfterDelayGracefully(5);
|
||||
")]
|
||||
#endif
|
||||
public static T DestroyGameObjAfterDelayGracefully<T>(this T selfBehaviour, float delay) where T : Component
|
||||
{
|
||||
if (selfBehaviour && selfBehaviour.gameObject)
|
||||
{
|
||||
selfBehaviour.gameObject.DestroySelfAfterDelay(delay);
|
||||
}
|
||||
|
||||
return selfBehaviour;
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.56
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("gameObject.layer = layer")]
|
||||
[APIDescriptionEN("gameObject.layer = layer")]
|
||||
[APIExampleCode(@"
|
||||
new GameObject().Layer(0);
|
||||
")]
|
||||
#endif
|
||||
public static GameObject Layer(this GameObject selfObj, int layer)
|
||||
{
|
||||
selfObj.layer = layer;
|
||||
return selfObj;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.57
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||||
[MethodAPI]
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||||
[APIDescriptionCN("component.gameObject.layer = layer")]
|
||||
[APIDescriptionEN("component.gameObject.layer = layer")]
|
||||
[APIExampleCode(@"
|
||||
rigidbody2D.Layer(0);
|
||||
")]
|
||||
#endif
|
||||
public static T Layer<T>(this T selfComponent, int layer) where T : Component
|
||||
{
|
||||
selfComponent.gameObject.layer = layer;
|
||||
return selfComponent;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.58
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||||
[MethodAPI]
|
||||
[APIDescriptionCN("gameObj.layer = LayerMask.NameToLayer(layerName)")]
|
||||
[APIDescriptionEN("gameObj.layer = LayerMask.NameToLayer(layerName)")]
|
||||
[APIExampleCode(@"
|
||||
new GameObject().Layer(""Default"");
|
||||
")]
|
||||
#endif
|
||||
|
||||
public static GameObject Layer(this GameObject selfObj, string layerName)
|
||||
{
|
||||
selfObj.layer = LayerMask.NameToLayer(layerName);
|
||||
return selfObj;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.59
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("component.gameObject.layer = LayerMask.NameToLayer(layerName)")]
|
||||
[APIDescriptionEN("component.gameObject.layer = LayerMask.NameToLayer(layerName)")]
|
||||
[APIExampleCode(@"
|
||||
spriteRenderer.Layer(""Default"");
|
||||
")]
|
||||
#endif
|
||||
public static T Layer<T>(this T selfComponent, string layerName) where T : Component
|
||||
{
|
||||
selfComponent.gameObject.layer = LayerMask.NameToLayer(layerName);
|
||||
return selfComponent;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.60
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("layerMask 中的层级是否包含 gameObj 所在的层级")]
|
||||
[APIDescriptionEN("Whether the layer in layerMask contains the same layer as gameObj")]
|
||||
[APIExampleCode(@"
|
||||
gameObj.IsInLayerMask(layerMask);
|
||||
")]
|
||||
#endif
|
||||
public static bool IsInLayerMask(this GameObject selfObj, LayerMask layerMask)
|
||||
{
|
||||
return LayerMaskUtility.IsInLayerMask(selfObj, layerMask);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.61
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("layerMask 中的层级是否包含 component.gameObject 所在的层级")]
|
||||
[APIDescriptionEN("Whether the layer in layerMask contains the same layer as component.gameObject")]
|
||||
[APIExampleCode(@"
|
||||
spriteRenderer.IsInLayerMask(layerMask);
|
||||
")]
|
||||
#endif
|
||||
public static bool IsInLayerMask<T>(this T selfComponent, LayerMask layerMask) where T : Component
|
||||
{
|
||||
return LayerMaskUtility.IsInLayerMask(selfComponent.gameObject, layerMask);
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.62
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("获取组件,没有则添加再返回")]
|
||||
[APIDescriptionEN("Get component, add and return if not")]
|
||||
[APIExampleCode(@"
|
||||
gameObj.GetOrAddComponent<SpriteRenderer>();
|
||||
")]
|
||||
#endif
|
||||
public static T GetOrAddComponent<T>(this GameObject self) where T : Component
|
||||
{
|
||||
var comp = self.gameObject.GetComponent<T>();
|
||||
return comp ? comp : self.gameObject.AddComponent<T>();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.63
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("获取组件,没有则添加再返回")]
|
||||
[APIDescriptionEN("Get component, add and return if not")]
|
||||
[APIExampleCode(@"
|
||||
component.GetOrAddComponent<SpriteRenderer>();
|
||||
")]
|
||||
#endif
|
||||
public static T GetOrAddComponent<T>(this Component component) where T : Component
|
||||
{
|
||||
return component.gameObject.GetOrAddComponent<T>();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.64
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("获取组件,没有则添加再返回")]
|
||||
[APIDescriptionEN("Get component, add and return if not")]
|
||||
[APIExampleCode(@"
|
||||
gameObj.GetOrAddComponent(typeof(SpriteRenderer));
|
||||
")]
|
||||
#endif
|
||||
public static Component GetOrAddComponent(this GameObject self, Type type)
|
||||
{
|
||||
var component = self.gameObject.GetComponent(type);
|
||||
return component ? component : self.gameObject.AddComponent(type);
|
||||
}
|
||||
}
|
||||
|
||||
public static class LayerMaskUtility
|
||||
{
|
||||
public static bool IsInLayerMask(int layer, LayerMask layerMask)
|
||||
{
|
||||
var objLayerMask = 1 << layer;
|
||||
return (layerMask.value & objLayerMask) == objLayerMask;
|
||||
}
|
||||
|
||||
public static bool IsInLayerMask(GameObject gameObj, LayerMask layerMask)
|
||||
{
|
||||
// 根据Layer数值进行移位获得用于运算的Mask值
|
||||
var objLayerMask = 1 << gameObj.layer;
|
||||
return (layerMask.value & objLayerMask) == objLayerMask;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36146f65e25b4ec79d3030f3babbc6cc
|
||||
timeCreated: 1647490642
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4b2070a7f53455e8ecc24c4d79c0a22
|
||||
timeCreated: 1647492399
|
||||
@@ -0,0 +1,52 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.MonoBehaviour", 3)]
|
||||
[APIDescriptionCN("MonoBehaviour 静态扩展")]
|
||||
[APIDescriptionEN("MonoBehaviour extension")]
|
||||
#endif
|
||||
public static class UnityEngineMonoBehaviourExtension
|
||||
{
|
||||
public static void Example()
|
||||
{
|
||||
var gameObject = new GameObject();
|
||||
var component = gameObject.GetComponent<MonoBehaviour>();
|
||||
|
||||
component.Enable(); // component.enabled = true
|
||||
component.Disable(); // component.enabled = false
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.149
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("monoBehaviour.enable = true")]
|
||||
[APIDescriptionEN("monoBehaviour.enable = true)")]
|
||||
[APIExampleCode(@"
|
||||
myScript.Enable();
|
||||
")]
|
||||
#endif
|
||||
public static T Enable<T>(this T selfBehaviour, bool enable = true) where T : Behaviour
|
||||
{
|
||||
selfBehaviour.enabled = enable;
|
||||
return selfBehaviour;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.150
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("monoBehaviour.enable = false")]
|
||||
[APIDescriptionEN("monoBehaviour.enable = false")]
|
||||
[APIExampleCode(@"
|
||||
myScript.Disable();
|
||||
")]
|
||||
#endif
|
||||
public static T Disable<T>(this T selfBehaviour) where T : Behaviour
|
||||
{
|
||||
selfBehaviour.enabled = false;
|
||||
return selfBehaviour;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8de3fdd3a4964430b98cbc29c78e56f3
|
||||
timeCreated: 1647507236
|
||||
@@ -0,0 +1,41 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Camera", 4)]
|
||||
[APIDescriptionCN("UnityEngine.Camera 静态扩展")]
|
||||
[APIDescriptionEN("UnityEngine.Camera extension")]
|
||||
#endif
|
||||
public static class UnityEngineCameraExtension
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.151
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("截图")]
|
||||
[APIDescriptionEN("captureScreen")]
|
||||
[APIExampleCode(@"
|
||||
Camera.main.CaptureCamera(new Rect(0, 0, Screen.width, Screen.height));
|
||||
")]
|
||||
#endif
|
||||
public static Texture2D CaptureCamera(this Camera camera, Rect rect)
|
||||
{
|
||||
var renderTexture = new RenderTexture(Screen.width, Screen.height, 0);
|
||||
camera.targetTexture = renderTexture;
|
||||
camera.Render();
|
||||
|
||||
RenderTexture.active = renderTexture;
|
||||
|
||||
var screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
|
||||
screenShot.ReadPixels(rect, 0, 0);
|
||||
screenShot.Apply();
|
||||
|
||||
camera.targetTexture = null;
|
||||
RenderTexture.active = null;
|
||||
UnityEngine.Object.Destroy(renderTexture);
|
||||
|
||||
return screenShot;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20fcd7ffbe7a4e6eb0a874c17e9d20ac
|
||||
timeCreated: 1647507743
|
||||
@@ -0,0 +1,29 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Color", 5)]
|
||||
[APIDescriptionCN("UnityEngine.Color 静态扩展")]
|
||||
[APIDescriptionEN("UnityEngine.Color extension")]
|
||||
#endif
|
||||
public static class UnityEngineColorExtension
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.152
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("HTML string(#000000) 转 Color")]
|
||||
[APIDescriptionEN("HTML string(like #000000)")]
|
||||
[APIExampleCode(@"
|
||||
var color = ""#C5563CFF"".HtmlStringToColor();
|
||||
Debug.Log(color);"
|
||||
)]
|
||||
#endif
|
||||
public static Color HtmlStringToColor(this string htmlString)
|
||||
{
|
||||
var parseSucceed = ColorUtility.TryParseHtmlString(htmlString, out var retColor);
|
||||
return parseSucceed ? retColor : Color.black;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 373d8df28d2643bc823a4326ba396126
|
||||
timeCreated: 1647507950
|
||||
@@ -0,0 +1,54 @@
|
||||
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Graphic", 6)]
|
||||
[APIDescriptionCN("UnityEngine.UI.Graphic 静态扩展")]
|
||||
[APIDescriptionEN("UnityEngine.UI.Graphic extension")]
|
||||
#endif
|
||||
public static class UnityEngineUIGraphicExtension
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.153
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("设置 Graphic 的 alpha 值 ")]
|
||||
[APIDescriptionEN("set graphic's alpha value")]
|
||||
[APIExampleCode(@"
|
||||
var gameObject = new GameObject();
|
||||
var image = gameObject.AddComponent<Image>();
|
||||
var rawImage = gameObject.AddComponent<RawImage>();
|
||||
|
||||
|
||||
image.ColorAlpha(1.0f);
|
||||
rawImage.ColorAlpha(1.0f);
|
||||
")]
|
||||
#endif
|
||||
public static T ColorAlpha<T>(this T selfGraphic, float alpha) where T : Graphic
|
||||
{
|
||||
var color = selfGraphic.color;
|
||||
color.a = alpha;
|
||||
selfGraphic.color = color;
|
||||
return selfGraphic;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.154
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("设置 image 的 fillAmount 值")]
|
||||
[APIDescriptionEN("set image's fillAmount value")]
|
||||
[APIExampleCode(@"
|
||||
var gameObject = new GameObject();
|
||||
var image1 = gameObject.AddComponent<Image>();
|
||||
|
||||
image1.FillAmount(0.0f);
|
||||
")]
|
||||
#endif
|
||||
public static Image FillAmount(this Image selfImage, float fillAmount)
|
||||
{
|
||||
selfImage.fillAmount = fillAmount;
|
||||
return selfImage;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ffdcff2f9c014047bc785723bc292477
|
||||
timeCreated: 1647508258
|
||||
@@ -0,0 +1,321 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Others", 8)]
|
||||
[APIDescriptionCN("其他的一些静态扩展")]
|
||||
[APIDescriptionEN("other extension")]
|
||||
#endif
|
||||
public static class UnityEngineOthersExtension
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1 No.155
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("随机 List 中的一个元素")]
|
||||
[APIDescriptionEN("get random item in a list")]
|
||||
[APIExampleCode(@"
|
||||
new List<int>(){ 1,2,3 }.GetRandomItem();
|
||||
")]
|
||||
#endif
|
||||
public static T GetRandomItem<T>(this List<T> list)
|
||||
{
|
||||
return list[UnityEngine.Random.Range(0, list.Count)];
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.34
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("随机获取并删除 List 中的一个元素")]
|
||||
[APIDescriptionEN("get and remove random item in a list")]
|
||||
[APIExampleCode(@"
|
||||
new List<int>(){ 1,2,3 }.GetAndRemoveRandomItem();
|
||||
")]
|
||||
#endif
|
||||
public static T GetAndRemoveRandomItem<T>(this List<T> list)
|
||||
{
|
||||
var randomIndex = UnityEngine.Random.Range(0, list.Count);
|
||||
var randomItem = list[randomIndex];
|
||||
list.RemoveAt(randomIndex);
|
||||
return randomItem;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("为 SpriteRender 设置 alpha 值")]
|
||||
[APIDescriptionEN("set SpriteRender's alpha value")]
|
||||
[APIExampleCode(@"
|
||||
mySprRender.Alpha(0.5f);
|
||||
")]
|
||||
#endif
|
||||
public static SpriteRenderer Alpha(this SpriteRenderer self, float alpha)
|
||||
{
|
||||
var color = self.color;
|
||||
color.a = alpha;
|
||||
self.color = color;
|
||||
return self;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.31
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Lerp")]
|
||||
[APIDescriptionEN("Mathf.Lerp")]
|
||||
[APIExampleCode(@"
|
||||
var v = 0.5f.Lerp(0.1f,0.5f);
|
||||
// v is 0.3f
|
||||
")]
|
||||
#endif
|
||||
public static float Lerp(this float self, float a, float b)
|
||||
{
|
||||
return Mathf.Lerp(a, b, self);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.31
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Abs")]
|
||||
[APIDescriptionEN("Mathf.Abs")]
|
||||
[APIExampleCode(@"
|
||||
var absValue = -1.0f.Abs();
|
||||
// absValue is 1.0f
|
||||
")]
|
||||
#endif
|
||||
public static float Abs(this float self)
|
||||
{
|
||||
return Mathf.Abs(self);
|
||||
}
|
||||
|
||||
public static float Abs(this int self)
|
||||
{
|
||||
return Mathf.Abs(self);
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.150
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Exp")]
|
||||
[APIDescriptionEN("Mathf.Exp")]
|
||||
[APIExampleCode(@"
|
||||
var expValue = 1.0f.Exp(); // Mathf.Exp(1.0f)
|
||||
")]
|
||||
#endif
|
||||
public static float Exp(this float self)
|
||||
{
|
||||
return Mathf.Exp(self);
|
||||
}
|
||||
|
||||
public static float Exp(this int self)
|
||||
{
|
||||
return Mathf.Exp(self);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.31
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Sign")]
|
||||
[APIDescriptionEN("Mathf.Sign")]
|
||||
[APIExampleCode(@"
|
||||
var sign = -5.0f.Sign();
|
||||
// sign is 5.0f
|
||||
")]
|
||||
#endif
|
||||
public static float Sign(this float self)
|
||||
{
|
||||
return Mathf.Sign(self);
|
||||
}
|
||||
|
||||
public static float Sign(this int self)
|
||||
{
|
||||
return Mathf.Sign(self);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.32
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Cos")]
|
||||
[APIDescriptionEN("Mathf.Cos")]
|
||||
[APIExampleCode(@"
|
||||
var cos = (90.0f * Mathf.Deg2Rad).Cos();
|
||||
// cos is 0f
|
||||
")]
|
||||
#endif
|
||||
public static float Cos(this float self)
|
||||
{
|
||||
return Mathf.Cos(self);
|
||||
}
|
||||
|
||||
public static float Cos(this int self)
|
||||
{
|
||||
return Mathf.Cos(self);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.32
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Sin")]
|
||||
[APIDescriptionEN("Mathf.Sin")]
|
||||
[APIExampleCode(@"
|
||||
var sin = (90.0f * Mathf.Deg2Rad).Sin();
|
||||
// sin is 1f
|
||||
")]
|
||||
#endif
|
||||
public static float Sin(this float self)
|
||||
{
|
||||
return Mathf.Sin(self);
|
||||
}
|
||||
|
||||
public static float Sin(this int self)
|
||||
{
|
||||
return Mathf.Sin(self);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.32
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Cos(x * Mathf.Deg2Rad)")]
|
||||
[APIDescriptionEN("Mathf.Cos(x * Mathf.Deg2Rad)")]
|
||||
[APIExampleCode(@"
|
||||
var cos = 90.0f.CosAngle();
|
||||
// cos is 0f
|
||||
")]
|
||||
#endif
|
||||
public static float CosAngle(this float self)
|
||||
{
|
||||
return Mathf.Cos(self * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
public static float CosAngle(this int self)
|
||||
{
|
||||
return Mathf.Cos(self * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.32
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Sin(x * Mathf.Deg2Rad)")]
|
||||
[APIDescriptionEN("Mathf.Sin(x * Mathf.Deg2Rad)")]
|
||||
[APIExampleCode(@"
|
||||
var sin = 90.0f.SinAngle();
|
||||
// sin is 1f
|
||||
")]
|
||||
#endif
|
||||
public static float SinAngle(this float self)
|
||||
{
|
||||
return Mathf.Sin(self * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
public static float SinAngle(this int self)
|
||||
{
|
||||
return Mathf.Sin(self * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.32
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Deg2Rad")]
|
||||
[APIDescriptionEN("Mathf.Deg2Rad")]
|
||||
[APIExampleCode(@"
|
||||
var radius = 90.0f.Deg2Rad();
|
||||
// radius is 1.57f
|
||||
")]
|
||||
#endif
|
||||
public static float Deg2Rad(this float self)
|
||||
{
|
||||
return self * Mathf.Deg2Rad;
|
||||
}
|
||||
|
||||
public static float Deg2Rad(this int self)
|
||||
{
|
||||
return self * Mathf.Deg2Rad;
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.32
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("Mathf.Rad2Deg")]
|
||||
[APIDescriptionEN("Mathf.Rad2Deg")]
|
||||
[APIExampleCode(@"
|
||||
var degree = 1.57f.Rad2Deg();
|
||||
// degree is 90f
|
||||
")]
|
||||
#endif
|
||||
public static float Rad2Deg(this float self)
|
||||
{
|
||||
return self * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
public static float Rad2Deg(this int self)
|
||||
{
|
||||
return self * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.129
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("将欧拉角转换为方向向量(Vector2)")]
|
||||
[APIDescriptionEN("Convert Degree To Direction(Vector2)")]
|
||||
[APIExampleCode(@"
|
||||
var direction = 90.AngleToDirection2D();
|
||||
// Vector2(1,0)
|
||||
")]
|
||||
#endif
|
||||
|
||||
public static Vector2 AngleToDirection2D(this int self)
|
||||
{
|
||||
return new Vector2(self.CosAngle(), self.SinAngle());
|
||||
}
|
||||
|
||||
public static Vector2 AngleToDirection2D(this float self)
|
||||
{
|
||||
return new Vector2(self.CosAngle(), self.SinAngle());
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Added in v1.0.129
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("将方向(Vector2)转换为欧拉角")]
|
||||
[APIDescriptionEN("Convert Direction To Degrees")]
|
||||
[APIExampleCode(@"
|
||||
var direction = Vector2.right.ToAngle();
|
||||
// Vector2(1,0)
|
||||
")]
|
||||
#endif
|
||||
public static float ToAngle(this Vector2 self)
|
||||
{
|
||||
return Mathf.Atan2(self.y, self.x).Rad2Deg();
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Random", 7)]
|
||||
[APIDescriptionCN("针对随机做的一些封装")]
|
||||
[APIDescriptionEN("wrapper for random")]
|
||||
#endif
|
||||
public static class RandomUtility
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("随机选择")]
|
||||
[APIDescriptionEN("RandomChoose")]
|
||||
[APIExampleCode(@"
|
||||
var result = RandomUtility.Choose(1,1,1,2,2,2,2,3,3);
|
||||
|
||||
if (result == 3)
|
||||
{
|
||||
// todo ...
|
||||
}
|
||||
")]
|
||||
#endif
|
||||
public static T Choose<T>(params T[] args)
|
||||
{
|
||||
return args[UnityEngine.Random.Range(0, args.Length)];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 095d03eec50f4f77828198360c9193d3
|
||||
timeCreated: 1647508997
|
||||
@@ -0,0 +1,313 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.Vector2/3", 8)]
|
||||
[APIDescriptionCN("针对 Vector2/Vector3 封装的函数")]
|
||||
[APIDescriptionEN("wrapper function for Vector2/Vector3")]
|
||||
[APIExampleCode(@"
|
||||
gameObjA.DirectionFrom(gameObjB);
|
||||
myComponentA.DirectionFrom(gameObjB);
|
||||
gameObjA.DirectionFrom(myComponentB);
|
||||
myComponentA.DirectionFrom(myComponentB);
|
||||
|
||||
// also support DirectionTo/ NormalizedDirectionFrom /NormalizedDirectionTo
|
||||
")]
|
||||
#endif
|
||||
public static class UnityEngineVectorExtension
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("to.transform.position - self.transform.position")]
|
||||
[APIDescriptionEN("to.transform.position - self.transform.position")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.DirectionTo(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector3 DirectionTo(this Component self, Component to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
public static Vector3 DirectionTo(this GameObject self, GameObject to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
public static Vector3 DirectionTo(this Component self, GameObject to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
public static Vector3 DirectionTo(this GameObject self, Component to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("self.transform.position - from.transform.position")]
|
||||
[APIDescriptionEN("self.transform.position - from.transform.position")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.DirectionFrom(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector3 DirectionFrom(this Component self, Component from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
public static Vector3 DirectionFrom(this GameObject self, GameObject from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
public static Vector3 DirectionFrom(this GameObject self, Component from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
public static Vector3 DirectionFrom(this Component self, GameObject from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("(to.transform.position - self.transform.position).normalized")]
|
||||
[APIDescriptionEN("(to.transform.position - self.transform.position).normalized")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.NormalizedDirectionTo(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector3 NormalizedDirectionTo(this Component self, Component to) =>
|
||||
self.DirectionTo(to).normalized;
|
||||
|
||||
public static Vector3 NormalizedDirectionTo(this GameObject self, GameObject to) =>
|
||||
self.DirectionTo(to).normalized;
|
||||
|
||||
public static Vector3 NormalizedDirectionTo(this Component self, GameObject to) =>
|
||||
self.DirectionTo(to).normalized;
|
||||
|
||||
public static Vector3 NormalizedDirectionTo(this GameObject self, Component to) =>
|
||||
self.DirectionTo(to).normalized;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("(self.transform.position - from.transform.position).normalized")]
|
||||
[APIDescriptionEN("(self.transform.position - from.transform.position).normalized")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.NormalizedDirectionTo(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector3 NormalizedDirectionFrom(this Component self, Component from) =>
|
||||
self.DirectionFrom(from).normalized;
|
||||
|
||||
public static Vector3 NormalizedDirectionFrom(this GameObject self, GameObject from) =>
|
||||
self.DirectionFrom(from).normalized;
|
||||
|
||||
public static Vector3 NormalizedDirectionFrom(this GameObject self, Component from) =>
|
||||
self.DirectionFrom(from).normalized;
|
||||
|
||||
public static Vector3 NormalizedDirectionFrom(this Component self, GameObject from) =>
|
||||
self.DirectionFrom(from).normalized;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("(Vector2)(to.transform.position - self.transform.position)")]
|
||||
[APIDescriptionEN("(Vector2)(to.transform.position - self.transform.position)")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.Direction2DTo(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector2 Direction2DTo(this Component self, Component to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
public static Vector2 Direction2DTo(this GameObject self, GameObject to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
public static Vector2 Direction2DTo(this Component self, GameObject to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
public static Vector2 Direction2DTo(this GameObject self, Component to) =>
|
||||
to.transform.position - self.transform.position;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("(Vector2)(self.transform.position - from.transform.position)")]
|
||||
[APIDescriptionEN("(Vector2)(self.transform.position - from.transform.position)")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.Direction2DFrom(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector2 Direction2DFrom(this Component self, Component from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
public static Vector2 Direction2DFrom(this GameObject self, GameObject from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
public static Vector2 Direction2DFrom(this GameObject self, Component from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
public static Vector2 Direction2DFrom(this Component self, GameObject from) =>
|
||||
self.transform.position - from.transform.position;
|
||||
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("((Vector2)(to.transform.position - self.transform.position)).normalized")]
|
||||
[APIDescriptionEN("((Vector2)(to.transform.position - self.transform.position)).normalized")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.NormalizedDirection2DTo(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector2 NormalizedDirection2DTo(this Component self, Component to) =>
|
||||
self.Direction2DTo(to).normalized;
|
||||
|
||||
public static Vector2 NormalizedDirection2DTo(this GameObject self, GameObject to) =>
|
||||
self.Direction2DTo(to).normalized;
|
||||
|
||||
public static Vector2 NormalizedDirection2DTo(this Component self, GameObject to) =>
|
||||
self.Direction2DTo(to).normalized;
|
||||
|
||||
public static Vector2 NormalizedDirection2DTo(this GameObject self, Component to) =>
|
||||
self.Direction2DTo(to).normalized;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.79
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("((Vector2)(self.transform.position - from.transform.position)).normalized")]
|
||||
[APIDescriptionEN("((Vector2)(self.transform.position - from.transform.position)).normalized")]
|
||||
[APIExampleCode(@"
|
||||
gameObj/otherComponent.NormalizedDirection2DFrom(otherGameObj/otherComponent)
|
||||
")]
|
||||
#endif
|
||||
public static Vector2 NormalizedDirection2DFrom(this Component self, Component from) =>
|
||||
self.Direction2DFrom(from).normalized;
|
||||
|
||||
public static Vector2 NormalizedDirection2DFrom(this GameObject self, GameObject from) =>
|
||||
self.Direction2DFrom(from).normalized;
|
||||
|
||||
public static Vector2 NormalizedDirection2DFrom(this GameObject self, Component from) =>
|
||||
self.Direction2DFrom(from).normalized;
|
||||
|
||||
public static Vector2 NormalizedDirection2DFrom(this Component self, GameObject from) =>
|
||||
self.Direction2DFrom(from).normalized;
|
||||
|
||||
|
||||
public static Vector2 ToVector2(this Vector3 self) => new Vector2(self.x, self.y);
|
||||
|
||||
public static Vector3 ToVector3(this Vector2 self, float z = 0)
|
||||
{
|
||||
return new Vector3(self.x, self.y, z);
|
||||
}
|
||||
|
||||
public static Vector3 X(this Vector3 self,float x)
|
||||
{
|
||||
self.x = x;
|
||||
return self;
|
||||
}
|
||||
|
||||
public static Vector3 Y(this Vector3 self,float y)
|
||||
{
|
||||
self.y = y;
|
||||
return self;
|
||||
}
|
||||
|
||||
public static Vector3 Z(this Vector3 self,float z)
|
||||
{
|
||||
self.z = z;
|
||||
return self;
|
||||
}
|
||||
|
||||
|
||||
public static Vector2 X(this Vector2 self,float x)
|
||||
{
|
||||
self.x = x;
|
||||
return self;
|
||||
}
|
||||
|
||||
public static Vector2 Y(this Vector2 self,float y)
|
||||
{
|
||||
self.y = y;
|
||||
return self;
|
||||
}
|
||||
|
||||
public static float Distance(this GameObject self, GameObject other)
|
||||
{
|
||||
return Vector3.Distance(self.Position(), other.Position());
|
||||
}
|
||||
|
||||
public static float Distance(this Component self, GameObject other)
|
||||
{
|
||||
return Vector3.Distance(self.Position(), other.Position());
|
||||
}
|
||||
|
||||
public static float Distance(this GameObject self, Component other)
|
||||
{
|
||||
return Vector3.Distance(self.Position(), other.Position());
|
||||
}
|
||||
|
||||
public static float Distance(this Component self, Component other)
|
||||
{
|
||||
return Vector3.Distance(self.Position(), other.Position());
|
||||
}
|
||||
|
||||
public static float Distance2D(this GameObject self, GameObject other)
|
||||
{
|
||||
return Vector2.Distance(self.Position2D(), other.Position2D());
|
||||
}
|
||||
|
||||
public static float Distance2D(this Component self, GameObject other)
|
||||
{
|
||||
return Vector2.Distance(self.Position2D(), other.Position2D());
|
||||
}
|
||||
|
||||
public static float Distance2D(this GameObject self, Component other)
|
||||
{
|
||||
return Vector2.Distance(self.Position2D(), other.Position2D());
|
||||
}
|
||||
|
||||
public static float Distance2D(this Component self, Component other)
|
||||
{
|
||||
return Vector2.Distance(self.Position2D(), other.Position2D());
|
||||
}
|
||||
|
||||
public static float LocalDistance(this GameObject self, GameObject other)
|
||||
{
|
||||
return Vector3.Distance(self.LocalPosition(), other.LocalPosition());
|
||||
}
|
||||
|
||||
public static float LocalDistance(this Component self, GameObject other)
|
||||
{
|
||||
return Vector3.Distance(self.LocalPosition(), other.LocalPosition());
|
||||
}
|
||||
|
||||
public static float LocalDistance(this GameObject self, Component other)
|
||||
{
|
||||
return Vector3.Distance(self.LocalPosition(), other.LocalPosition());
|
||||
}
|
||||
|
||||
public static float LocalDistance(this Component self, Component other)
|
||||
{
|
||||
return Vector3.Distance(self.LocalPosition(), other.LocalPosition());
|
||||
}
|
||||
|
||||
public static float LocalDistance2D(this GameObject self, GameObject other)
|
||||
{
|
||||
return Vector2.Distance(self.LocalPosition2D(), other.LocalPosition2D());
|
||||
}
|
||||
|
||||
public static float LocalDistance2D(this Component self, GameObject other)
|
||||
{
|
||||
return Vector2.Distance(self.LocalPosition2D(), other.LocalPosition2D());
|
||||
}
|
||||
|
||||
public static float LocalDistance2D(this GameObject self, Component other)
|
||||
{
|
||||
return Vector2.Distance(self.LocalPosition2D(), other.LocalPosition2D());
|
||||
}
|
||||
|
||||
public static float LocalDistance2D(this Component self, Component other)
|
||||
{
|
||||
return Vector2.Distance(self.LocalPosition2D(), other.LocalPosition2D());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb2654f2feb44ad6b264c2d6a8c8a2de
|
||||
timeCreated: 1693400243
|
||||
@@ -0,0 +1,30 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[ClassAPI("00.FluentAPI.Unity", "UnityEngine.RectTransform", 9)]
|
||||
[APIDescriptionCN("针对 RectTransform 封装的函数")]
|
||||
[APIDescriptionEN("wrapper function for RectTransform")]
|
||||
#endif
|
||||
public static class UnityEngineRectTransformExtension
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// v1.0.167
|
||||
[MethodAPI]
|
||||
[APIDescriptionCN("设置 rectTransform.anchoredPosition.y 值")]
|
||||
[APIDescriptionEN("set rectTransform.anchoredPosition.y value")]
|
||||
[APIExampleCode(@"
|
||||
text.rectTransform.AnchoredPositionY(5);
|
||||
")]
|
||||
#endif
|
||||
public static RectTransform AnchoredPositionY(this RectTransform selfRectTrans, float anchoredPositionY)
|
||||
{
|
||||
var anchorPos = selfRectTrans.anchoredPosition;
|
||||
anchorPos.y = anchoredPositionY;
|
||||
selfRectTrans.anchoredPosition = anchorPos;
|
||||
return selfRectTrans;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76b337d0ece04cab994eb2f50c6bd9aa
|
||||
timeCreated: 1733116027
|
||||
Reference in New Issue
Block a user