com.alicizax.unity.framework/Runtime/ABase/Helper/GameHelper.cs
2025-10-11 15:18:09 +08:00

1022 lines
35 KiB
C#

using System.Linq;
using System.Globalization;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AlicizaX
{
public static class GameHelper
{
/// <summary>
/// Change color alpha (0 is transparent, 1 is opaque).
/// </summary>
public static Color Alpha(this Color col, float alpha)
{
col.a = alpha;
return col;
}
/// <summary>
/// Change lightness of the color.
/// </summary>
public static Color Lightness(this Color col, float lightness)
{
Color.RGBToHSV(col, out var hue, out var saturation, out var _);
return Color.HSVToRGB(hue, saturation, lightness);
}
/// <summary>
/// Change image color alpha (0 is transparent, 1 is opaque).
/// </summary>
public static void Alpha(this Image image, float alpha)
{
Color color = image.color;
color.a = alpha;
image.color = color;
}
/// <summary>
/// Set Sound Clip to the Audio Source.
/// </summary>
public static void SetSoundClip(this AudioSource audioSource, SoundClip soundClip, float volumeMul = 1f, bool play = false)
{
if (soundClip == null || soundClip.audioClip == null || audioSource == null) return;
if (audioSource.clip != soundClip.audioClip)
audioSource.clip = soundClip.audioClip;
audioSource.volume = soundClip.volume * volumeMul;
if(play && !audioSource.isPlaying)
audioSource.Play();
}
/// <summary>
/// Play One Shot Sudio Clip in the audio source.
/// </summary>
public static void PlayOneShotSoundClip(this AudioSource audioSource, SoundClip soundClip, float volumeMul = 1f)
{
if (soundClip == null || soundClip.audioClip == null || audioSource == null)
return;
audioSource.PlayOneShot(soundClip.audioClip, soundClip.volume * volumeMul);
}
/// <summary>
/// Create new unique Guid.
/// </summary>
public static string GetGuid() => System.Guid.NewGuid().ToString("N");
/// <summary>
/// Change Cursor States.
/// </summary>
public static void ShowCursor(bool locked, bool visible)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = visible;
}
/// <summary>
/// Change the GameObject layer including all children.
/// </summary>
public static void SetLayerRecursively(this GameObject obj, int layer)
{
if (layer < 0 || layer > 31)
{
Debug.LogError("Invalid layer value. Must be between 0 and 31.");
return;
}
obj.layer = layer;
foreach (Transform child in obj.transform)
{
child.gameObject.SetLayerRecursively(layer);
}
}
/// <summary>
/// Set the rendering layer of the MeshRenderer in the GameObject.
/// </summary>
public static void SetRenderingLayer(this GameObject obj, uint layer, bool set = true)
{
if (layer < 0 || layer > 31)
{
Debug.LogError("Invalid layer value. Must be between 0 and 31.");
return;
}
uint layerMask = 1u << (int)layer;
foreach (MeshRenderer renderer in obj.GetComponentsInChildren<MeshRenderer>())
{
if (set) renderer.renderingLayerMask |= layerMask;
else renderer.renderingLayerMask &= ~layerMask;
}
}
/// <summary>
/// Basic raycast with interact layer checking.
/// </summary>
/// <returns>Status whether the object hit by the raycast has an interact layer.</returns>
public static bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance, int cullLayers, Layer interactLayer)
{
if (Physics.Raycast(ray, out RaycastHit hit, maxDistance, cullLayers))
{
if (interactLayer.CompareLayer(hit.collider.gameObject))
{
hitInfo = hit;
return true;
}
}
hitInfo = default;
return false;
}
/// <summary>
/// Check if the value-A and value-B are close to the tolerance.
/// </summary>
public static bool IsApproximate(float valueA, float valueB, float tollerance)
{
return Mathf.Abs(valueA - valueB) < tollerance;
}
/// <summary>
/// Correct the Angle.
/// </summary>
public static float FixAngle(this float angle, float min, float max)
{
if (angle < min)
angle += 360F;
if (angle > max)
angle -= 360F;
return angle;
}
/// <summary>
/// Correct the Angle (-180, 180).
/// </summary>
public static float FixAngle180(this float angle)
{
if (angle < -180F)
angle += 360F;
if (angle > 180F)
angle -= 360F;
return angle;
}
/// <summary>
/// Correct the Angle (-360, 360).
/// </summary>
public static float FixAngle(this float angle)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return angle;
}
/// <summary>
/// Correct the Angle (0 - 360).
/// </summary>
public static float FixAngle360(this float angle)
{
if (angle < 0)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return angle;
}
/// <summary>
/// Check if value is in vector range.
/// </summary>
public static bool InRange(this Vector2 vector, float value, bool equal = false)
{
return equal ? value >= vector.x && value <= vector.y :
value > vector.x && value < vector.y;
}
/// <summary>
/// Check if value is in vector degrees.
/// </summary>
public static bool InDegrees(this Vector2 vector, float value, bool equal = false)
{
if(vector.x > vector.y)
{
return equal ? value >= (vector.x - 360) && value <= vector.y :
value > (vector.x - 360) && value < vector.y;
}
else
{
return equal ? value >= vector.x && value <= vector.y :
value > vector.x && value < vector.y;
}
}
/// <summary>
/// Convert string to title case.
/// </summary>
public static string ToTitleCase(this string str)
{
return CultureInfo.CurrentCulture.TextInfo.ToTitleCase(str.ToLower());
}
/// <summary>
/// Check if string is empty.
/// </summary>
public static bool IsEmpty(this string str)
{
return string.IsNullOrEmpty(str);
}
/// <summary>
/// Returns a string or otherwise if the string is empty.
/// </summary>
public static string Or(this string str, string otherwise)
{
return !string.IsNullOrEmpty(str) ? str : otherwise;
}
/// <summary>
/// Compare Layer with LayerMask.
/// </summary>
public static bool CompareLayer(this LayerMask layermask, int layer)
{
return layermask == (layermask | (1 << layer));
}
/// <summary>
/// Function to generate a random integer number (No Duplicates).
/// </summary>
public static int RandomUnique(int min, int max, int last)
{
System.Random rnd = new System.Random();
if (min + 1 < max)
{
return Enumerable.Range(min, max).OrderBy(x => rnd.Next()).Where(x => x != last).Take(1).Single();
}
else
{
return min;
}
}
/// <summary>
/// Function to generate a random integer without excluded numbers.
/// </summary>
public static int RandomExclude(int min, int max, int[] ex, int maxIterations = 1000)
{
int result;
int iterations = 0;
do
{
if (iterations > maxIterations)
{
result = -1;
break;
}
result = UnityEngine.Random.Range(min, max);
iterations++;
}
while (ex.Contains(result));
return result;
}
/// <summary>
/// Function to generate a random unique integer without excluded numbers.
/// </summary>
public static int RandomExcludeUnique(int min, int max, int[] ex, int[] current, int maxIterations = 1000)
{
return RandomExclude(min, max, ex.Concat(current).ToArray(), maxIterations);
}
/// <summary>
/// Pick a random element from item array.
/// </summary>
public static T Random<T>(this T[] items)
{
System.Random rnd = new System.Random();
if(items.Length > 0) return items[rnd.Next(0, items.Length)];
return default;
}
/// <summary>
/// Get Random Value from Min/Max vector.
/// </summary>
public static float Random(this Vector2 vector)
{
return UnityEngine.Random.Range(vector.x, vector.y);
}
/// <summary>
/// Get Random Value from Min/Max structure.
/// </summary>
public static float Random(this MinMax minMax)
{
return UnityEngine.Random.Range(minMax.RealMin, minMax.RealMax);
}
/// <summary>
/// Get Random Value from Min/Max structure.
/// </summary>
public static int Random(this MinMaxInt minMax)
{
return UnityEngine.Random.Range(minMax.RealMin, minMax.RealMax);
}
/// <summary>
/// Oscillate between the two values at speed.
/// </summary>
public static float PingPong(float min, float max, float speed = 1f)
{
return Mathf.PingPong(Time.time * speed, max - min) + min;
}
/// <summary>
/// Wrap value between min and max values.
/// </summary>
public static int Wrap(int value, int min, int max)
{
int newValue = value % max;
if (newValue < min) newValue = max - 1;
return newValue;
}
/// <summary>
/// Determines where a value lies between three points.
/// </summary>
public static float InverseLerp3(float min, float mid, float max, float t)
{
if (t <= min) return 0f;
if (t >= max) return 0f;
if (t <= mid) return Mathf.InverseLerp(min, mid, t);
else return 1f - Mathf.InverseLerp(mid, max, t);
}
/// <summary>
/// Get closest index from an integer array using a value.
/// </summary>
public static int ClosestIndex(this int[] array, int value)
{
int closestIndex = 0;
int minDifference = Mathf.Abs(array[0] - value);
for (int i = 1; i < array.Length; i++)
{
int difference = Mathf.Abs(array[i] - value);
if (difference < minDifference)
{
minDifference = difference;
closestIndex = i;
}
}
return closestIndex;
}
/// <summary>
/// Play OneShot Audio Clip 2D.
/// </summary>
public static AudioSource PlayOneShot2D(Vector3 position, AudioClip clip, float volume = 1f, string name = "OneShotAudio")
{
if(clip == null)
return null;
GameObject go = new GameObject(name);
go.transform.position = position;
AudioSource source = go.AddComponent<AudioSource>();
source.spatialBlend = 0f;
source.clip = clip;
source.volume = volume;
source.Play();
Object.Destroy(go, clip.length * ((Time.timeScale < 0.01f) ? 0.01f : Time.timeScale));
return source;
}
/// <summary>
/// Play OneShot Sound Clip 3D.
/// </summary>
public static AudioSource PlayOneShot2D(Vector3 position, SoundClip clip, string name = "OneShotAudio")
{
if (clip == null || clip.audioClip == null)
return null;
AudioClip audioClip = clip.audioClip;
float volume = clip.volume;
return PlayOneShot2D(position, audioClip, volume, name);
}
/// <summary>
/// Play OneShot Audio Clip 3D.
/// </summary>
public static AudioSource PlayOneShot3D(Vector3 position, AudioClip clip, float volume = 1f, string name = "OneShotAudio")
{
if (clip == null)
return null;
GameObject go = new GameObject(name);
go.transform.position = position;
AudioSource source = go.AddComponent<AudioSource>();
source.spatialBlend = 1f;
source.clip = clip;
source.volume = volume;
source.Play();
Object.Destroy(go, clip.length * ((Time.timeScale < 0.01f) ? 0.01f : Time.timeScale));
return source;
}
/// <summary>
/// Play OneShot Audio Clip 3D.
/// </summary>
public static AudioSource PlayOneShot3D(Vector3 position, AudioClip clip, float maxDistance, float volume = 1f, string name = "OneShotAudio")
{
if (clip == null)
return null;
GameObject go = new GameObject(name);
go.transform.position = position;
AudioSource source = go.AddComponent<AudioSource>();
source.spatialBlend = 1f;
source.clip = clip;
source.volume = volume;
source.maxDistance = maxDistance;
source.Play();
Object.Destroy(go, clip.length * ((Time.timeScale < 0.01f) ? 0.01f : Time.timeScale));
return source;
}
/// <summary>
/// Play OneShot Sound Clip 3D.
/// </summary>
public static AudioSource PlayOneShot3D(Vector3 position, SoundClip clip, string name = "OneShotAudio")
{
if (clip == null || clip.audioClip == null)
return null;
AudioClip audioClip = clip.audioClip;
float volume = clip.volume;
return PlayOneShot3D(position, audioClip, volume, name);
}
/// <summary>
/// Remap range A to range B.
/// </summary>
public static float Remap(float minA, float maxA, float minB, float maxB, float t)
{
return minB + (t - minA) * (maxB - minB) / (maxA - minA);
}
/// <summary>
/// Replace string part inside two chars
/// </summary>
public static string ReplacePart(this string str, char start, char end, string replace)
{
int chStart = str.IndexOf(start);
int chEnd = str.IndexOf(end);
string old = str.Substring(chStart, chEnd - chStart + 1);
return str.Replace(old, replace);
}
/// <summary>
/// Replace tag inside two chars (Regex).
/// </summary>
public static string RegexReplaceTag(this string str, char start, char end, string tag, string replace)
{
Regex regex = new Regex($@"\{start}({tag})\{end}");
if(regex.Match(str).Success)
return regex.Replace(str, replace);
return str;
}
/// <summary>
/// Get a value between two chars (Regex).
/// </summary>
public static bool RegexGet(this string str, char start, char end, out string result)
{
// escaping special characters if necessary
string escapedStart = Regex.Escape(start.ToString());
string escapedEnd = Regex.Escape(end.ToString());
// regex pattern to match text between 'start' and 'end' characters
string pattern = $"{escapedStart}(.*?){escapedEnd}";
Match match = Regex.Match(str, pattern);
if (match.Success)
{
result = match.Groups[1].Value;
return true;
}
result = string.Empty;
return false;
}
/// <summary>
/// Get all values between two chars (Regex).
/// </summary>
public static bool RegexGetMany(this string str, char start, char end, out string[] results)
{
// escaping special characters if necessary
string escapedStart = Regex.Escape(start.ToString());
string escapedEnd = Regex.Escape(end.ToString());
// regex pattern to match text between 'start' and 'end' characters
string pattern = $"{escapedStart}(.*?){escapedEnd}";
// using Regex.Matches to find all matches
MatchCollection matches = Regex.Matches(str, pattern);
// check if there are any matches
if (matches.Count > 0)
{
// initialize a list to hold the results
List<string> matchList = new List<string>();
foreach (Match match in matches)
{
// add each found match to the list, excluding the 'start' and 'end' characters
matchList.Add(match.Groups[1].Value);
}
// convert the list to an array and assign to 'results'
results = matchList.ToArray();
return true;
}
results = new string[0];
return false;
}
/// <summary>
/// Replace a word in string (Regex).
/// </summary>
public static string RegexReplace(this string str, string word, string replace)
{
string escapedWord = Regex.Escape(word);
string pattern = $@"\b{escapedWord}\b";
// replace the word with the provided replacement text
return Regex.Replace(str, pattern, replace);
}
/// <summary>
/// Check if any animator state is being played.
/// </summary>
public static bool IsAnyPlaying(this Animator animator)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
return (stateInfo.length + 0.1f > stateInfo.normalizedTime || animator.IsInTransition(0)) && !stateInfo.IsName("Default");
}
/// <summary>
/// Applies an ease-out easing function, which starts the interpolation quickly and then slows down as it approaches the end point.
/// </summary>
public static float EaseOut(float start, float end, float t)
{
t = Mathf.Clamp01(t);
t = Mathf.Sin(t * Mathf.PI * 0.5f);
return Mathf.Lerp(start, end, t);
}
/// <summary>
/// Applies an ease-in easing function, which starts the interpolation slowly and then accelerates as it approaches the end point.
/// </summary>
public static float EaseIn(float start, float end, float t)
{
t = Mathf.Clamp01(t);
t = 1f - Mathf.Cos(t * Mathf.PI * 0.5f);
return Mathf.Lerp(start, end, t);
}
/// <summary>
/// Implements a smooth step interpolation, offering a more gradual and smoother transition.
/// </summary>
/// <remarks>
/// Use this when you want an even gentler and smoother transition, especially for animations.
/// </remarks>
public static float SmootherStep(float start, float end, float t)
{
t = Mathf.Clamp01(t);
t = t * t * t * (t * (6f * t - 15f) + 10f);
return Mathf.Lerp(start, end, t);
}
}
public static class GizmosE
{
/// <summary>
/// Draw arrow using gizmos.
/// </summary>
public static void DrawGizmosArrow(Vector3 pos, Vector3 direction, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
{
Gizmos.DrawRay(pos, direction);
Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
}
/// <summary>
/// Draw wire capsule.
/// </summary>
public static void DrawWireCapsule(Vector3 p1, Vector3 p2, float radius)
{
#if UNITY_EDITOR
// Special case when both points are in the same position
if (p1 == p2)
{
// DrawWireSphere works only in gizmo methods
Gizmos.DrawWireSphere(p1, radius);
return;
}
using (new Handles.DrawingScope(Gizmos.color, Gizmos.matrix))
{
Quaternion p1Rotation = Quaternion.LookRotation(p1 - p2);
Quaternion p2Rotation = Quaternion.LookRotation(p2 - p1);
// Check if capsule direction is collinear to Vector.up
float c = Vector3.Dot((p1 - p2).normalized, Vector3.up);
if (c == 1f || c == -1f)
{
// Fix rotation
p2Rotation = Quaternion.Euler(p2Rotation.eulerAngles.x, p2Rotation.eulerAngles.y + 180f, p2Rotation.eulerAngles.z);
}
// First side
Handles.DrawWireArc(p1, p1Rotation * Vector3.left, p1Rotation * Vector3.down, 180f, radius);
Handles.DrawWireArc(p1, p1Rotation * Vector3.up, p1Rotation * Vector3.left, 180f, radius);
Handles.DrawWireDisc(p1, (p2 - p1).normalized, radius);
// Second side
Handles.DrawWireArc(p2, p2Rotation * Vector3.left, p2Rotation * Vector3.down, 180f, radius);
Handles.DrawWireArc(p2, p2Rotation * Vector3.up, p2Rotation * Vector3.left, 180f, radius);
Handles.DrawWireDisc(p2, (p1 - p2).normalized, radius);
// Lines
Handles.DrawLine(p1 + p1Rotation * Vector3.down * radius, p2 + p2Rotation * Vector3.down * radius);
Handles.DrawLine(p1 + p1Rotation * Vector3.left * radius, p2 + p2Rotation * Vector3.right * radius);
Handles.DrawLine(p1 + p1Rotation * Vector3.up * radius, p2 + p2Rotation * Vector3.up * radius);
Handles.DrawLine(p1 + p1Rotation * Vector3.right * radius, p2 + p2Rotation * Vector3.left * radius);
}
#endif
}
/// <summary>
/// Draw wire capsule.
/// </summary>
public static void DrawWireCapsule(Vector3 position, Quaternion rotation, float radius, float height)
{
#if UNITY_EDITOR
Matrix4x4 angleMatrix = Matrix4x4.TRS(position, rotation, Handles.matrix.lossyScale);
using (new Handles.DrawingScope(angleMatrix))
{
var pointOffset = (height - (radius * 2)) / 2;
//draw sideways
Handles.DrawWireArc(Vector3.up * pointOffset, Vector3.left, Vector3.back, -180, radius);
Handles.DrawLine(new Vector3(0, pointOffset, -radius), new Vector3(0, -pointOffset, -radius));
Handles.DrawLine(new Vector3(0, pointOffset, radius), new Vector3(0, -pointOffset, radius));
Handles.DrawWireArc(Vector3.down * pointOffset, Vector3.left, Vector3.back, 180, radius);
//draw frontways
Handles.DrawWireArc(Vector3.up * pointOffset, Vector3.back, Vector3.left, 180, radius);
Handles.DrawLine(new Vector3(-radius, pointOffset, 0), new Vector3(-radius, -pointOffset, 0));
Handles.DrawLine(new Vector3(radius, pointOffset, 0), new Vector3(radius, -pointOffset, 0));
Handles.DrawWireArc(Vector3.down * pointOffset, Vector3.back, Vector3.left, -180, radius);
//draw center
Handles.DrawWireDisc(Vector3.up * pointOffset, Vector3.up, radius);
Handles.DrawWireDisc(Vector3.down * pointOffset, Vector3.up, radius);
}
#endif
}
/// <summary>
/// Draw the label aligned to the center of the position.
/// </summary>
public static void DrawCenteredLabel(Vector3 position, string labelText, GUIStyle style = null)
{
#if UNITY_EDITOR
if (style == null) style = new GUIStyle(GUI.skin.label);
GUIContent content = new GUIContent(labelText);
Vector2 labelSize = style.CalcSize(content);
// Calculate the offset to center the label
Vector3 screenPosition = HandleUtility.WorldToGUIPoint(position);
screenPosition.x -= labelSize.x / 2;
screenPosition.y -= labelSize.y / 2;
Vector3 worldPosition = HandleUtility.GUIPointToWorldRay(screenPosition).origin;
Handles.Label(worldPosition, labelText, style);
#endif
}
/// <summary>
/// Draw disc at the position.
/// </summary>
public static void DrawDisc(Vector3 position, float radius, Color outerColor, Color innerColor)
{
#if UNITY_EDITOR
Handles.color = innerColor;
Handles.DrawSolidDisc(position, Vector3.up, radius);
Handles.color = outerColor;
Handles.DrawWireDisc(position, Vector3.up, radius);
#endif
}
}
public static class VectorE
{
/// <summary>
/// Determines where a value lies between two vectors.
/// </summary>
public static float InverseLerp(Vector3 a, Vector3 b, Vector3 value)
{
if (a != b)
{
Vector3 AB = b - a;
Vector3 AV = value - a;
float t = Vector3.Dot(AV, AB) / Vector3.Dot(AB, AB);
return Mathf.Clamp01(t);
}
return 0f;
}
/// <summary>
/// Get position in Quadratic Bezier Curve.
/// </summary>
/// <param name="p1">Starting point</param>
/// <param name="p2">Ending point</param>
/// <param name="cp">Control point</param>
public static Vector3 QuadraticBezier(Vector3 p1, Vector3 p2, Vector3 cp, float t)
{
t = Mathf.Clamp01(t);
Vector3 m1 = Vector3.LerpUnclamped(p1, cp, t);
Vector3 m2 = Vector3.LerpUnclamped(cp, p2, t);
return Vector3.LerpUnclamped(m1, m2, t);
}
/// <summary>
/// Bezier Curve between multiple points.
/// </summary>
public static Vector3 BezierCurve(float t, params Vector3[] points)
{
if (points.Length < 1) return Vector3.zero;
else if (points.Length == 1) return points[0];
t = Mathf.Clamp01(t);
Vector3[] cp = points;
int n = points.Length - 1;
while (n > 1)
{
Vector3[] rp = new Vector3[n];
for (int i = 0; i < rp.Length; i++)
{
rp[i] = Vector3.LerpUnclamped(cp[i], cp[i + 1], t);
}
cp = rp;
n--;
}
return Vector3.LerpUnclamped(cp[0], cp[1], t);
}
/// <summary>
/// Linearly interpolates between three points.
/// </summary>
public static Vector3 Lerp3(Vector3 a, Vector3 b, Vector3 c, float t)
{
t = Mathf.Clamp01(t);
if (t <= 0.5f) return Vector3.LerpUnclamped(a, b, t * 2f);
return Vector3.LerpUnclamped(b, c, (t * 2f) - 1f);
}
/// <summary>
/// Linearly interpolates between multiple points.
/// </summary>
public static Vector3 RangeLerp(float t, params Vector3[] points)
{
if (points.Length < 1) return Vector3.zero;
else if (points.Length == 1) return points[0];
t = Mathf.Clamp01(t);
int pointsCount = points.Length - 1;
float scale = 1f / pointsCount;
float remap = GameHelper.Remap(0, 1, 0, pointsCount, t);
int index = Mathf.Clamp(Mathf.FloorToInt(remap), 0, pointsCount - 1);
float indexT = Mathf.InverseLerp(index * scale, (index + 1) * scale, t);
return Vector3.LerpUnclamped(points[index], points[index + 1], indexT);
}
/// <summary>
/// Linearly interpolates between two, three or multiple points.
/// <br>The function selects the best method for linear interpolation.</br>
/// </summary>
public static Vector3 Lerp(float t, Vector3[] points)
{
if (points.Length > 3)
{
return RangeLerp(t, points);
}
else if (points.Length == 3)
{
return Lerp3(points[0], points[1], points[2], t);
}
else if (points.Length == 2)
{
return Vector3.Lerp(points[0], points[1], t);
}
else if (points.Length == 1)
{
return points[0];
}
return Vector3.zero;
}
/// <summary>
/// Scale a vector by another vector and return the scaled vector.
/// </summary>
public static Vector3 Multiply(this Vector3 lhs, Vector3 rhs)
{
lhs.Scale(rhs);
return lhs;
}
/// <summary>
/// Checks if a collection contains all values from another collection.
/// </summary>
public static bool ContainsAll<T>(this IEnumerable<T> source, IEnumerable<T> values)
{
return !source.Except(values).Any();
}
}
public static class AxisE
{
/// <summary>
/// Convert Axis to Vector3 Direction.
/// </summary>
public static Vector3 Convert(this Axis axis) => axis switch
{
Axis.X => Vector3.right,
Axis.X_Negative => Vector3.left,
Axis.Y => Vector3.up,
Axis.Y_Negative => Vector3.down,
Axis.Z => Vector3.forward,
Axis.Z_Negative => Vector3.back,
_ => Vector3.up,
};
/// <summary>
/// Convert Axis to Transform Direction.
/// </summary>
public static Vector3 Direction(this Transform transform, Axis axis)
{
return axis switch
{
Axis.X => transform.right,
Axis.X_Negative => -transform.right,
Axis.Y => transform.up,
Axis.Y_Negative => -transform.up,
Axis.Z => transform.forward,
Axis.Z_Negative => -transform.forward,
_ => transform.up,
};
}
/// <summary>
/// Get Vector Axis Component.
/// </summary>
public static float Component(this Vector3 vector, Axis axis)
{
return axis switch
{
Axis.X or Axis.X_Negative => vector.x,
Axis.Y or Axis.Y_Negative => vector.y,
Axis.Z or Axis.Z_Negative => vector.z,
_ => vector.y,
};
}
/// <summary>
/// Set Vector Axis Component Value.
/// </summary>
public static Vector3 SetComponent(this Vector3 vector, Axis axis, float value)
{
switch (axis)
{
case Axis.X:
case Axis.X_Negative:
vector.x = value; break;
case Axis.Y:
case Axis.Y_Negative:
vector.y = value; break;
case Axis.Z:
case Axis.Z_Negative:
vector.z = value; break;
}
return vector;
}
/// <summary>
/// Clamp Vector Axis to Range.
/// </summary>
public static Vector3 Clamp(this Vector3 vector, Axis axis, MinMax limits)
{
switch (axis)
{
case Axis.X:
case Axis.X_Negative:
vector.x = Mathf.Clamp(vector.x, limits.RealMin, limits.RealMax); break;
case Axis.Y:
case Axis.Y_Negative:
vector.y = Mathf.Clamp(vector.y, limits.RealMin, limits.RealMax); break;
case Axis.Z:
case Axis.Z_Negative:
vector.z = Mathf.Clamp(vector.z, limits.RealMin, limits.RealMax); break;
}
return vector;
}
}
public static class RectTransformE
{
public static void SetWidth(this RectTransform rectTransform, float width)
{
Vector2 size = rectTransform.sizeDelta;
size.x = width;
rectTransform.sizeDelta = size;
}
public static void SetHeight(this RectTransform rectTransform, float height)
{
Vector2 size = rectTransform.sizeDelta;
size.y = height;
rectTransform.sizeDelta = size;
}
public static void SetAnchoredX(this RectTransform rectTransform, float x)
{
Vector2 position = rectTransform.anchoredPosition;
position.x = x;
rectTransform.anchoredPosition = position;
}
public static void SetAnchoredY(this RectTransform rectTransform, float y)
{
Vector2 position = rectTransform.anchoredPosition;
position.y = y;
rectTransform.anchoredPosition = position;
}
public static IEnumerable<RectTransform> GetChildTransforms(this RectTransform rectTransform)
{
foreach (var item in rectTransform)
{
yield return item as RectTransform;
}
}
}
public struct Pair<T1, T2>
{
public T1 Key { get; set; }
public T2 Value { get; set; }
public bool IsAssigned
{
get => Key != null && Value != null;
}
public Pair(T1 key, T2 value)
{
Key = key;
Value = value;
}
}
}