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@ -19,8 +19,6 @@ namespace UnityEngine
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Object.Destroy(obj);
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#endif
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}
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private static readonly List<Transform> s_CachedTransforms = new List<Transform>();
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/// <summary>
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/// 获取或增加组件。
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/// </summary>
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@ -83,20 +81,5 @@ namespace UnityEngine
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return gameObject.scene.name != null;
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}
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/// <summary>
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/// 递归设置游戏对象的层次。
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject" /> 对象。</param>
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/// <param name="layer">目标层次的编号。</param>
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public static void SetLayerRecursively(this GameObject gameObject, int layer)
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{
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gameObject.GetComponentsInChildren(true, s_CachedTransforms);
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foreach (var tf in s_CachedTransforms)
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{
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tf.gameObject.layer = layer;
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}
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s_CachedTransforms.Clear();
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}
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}
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}
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@ -3,6 +3,7 @@ using System.Globalization;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using AlicizaX;
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using UnityEngine;
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using UnityEngine.UI;
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@ -10,7 +11,7 @@ using UnityEngine.UI;
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using UnityEditor;
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#endif
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namespace AlicizaX
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namespace UnityEngine
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{
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public static class GameHelper
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{
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@ -2,7 +2,7 @@ using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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namespace AlicizaX
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namespace UnityEngine
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{
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/// <summary>
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/// 游戏对象帮助类
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@ -1,4 +1,5 @@
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using System;
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using UnityEngine;
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namespace AlicizaX
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{
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