2025-02-07 16:04:12 +08:00
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using System;
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using System.Collections.Generic;
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namespace UnityEngine
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{
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public static class UnityEngageGameObjectExtension
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{
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2025-04-11 19:57:23 +08:00
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public static void SafeDestroySelf(
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this Object obj)
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{
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if (obj == null) return;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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Object.DestroyImmediate(obj);
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else
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Object.Destroy(obj);
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#else
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Object.Destroy(obj);
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#endif
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}
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2025-02-07 16:04:12 +08:00
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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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/// <typeparam name="T">要获取或增加的组件。</typeparam>
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/// <param name="gameObject">目标对象。</param>
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/// <returns>获取或增加的组件。</returns>
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public static void DestroyComponent<T>(this GameObject gameObject) where T : Component
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{
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T component = gameObject.GetComponent<T>();
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if (component != null)
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{
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Object.Destroy(component);
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}
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// return component;
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}
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/// <summary>
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/// 获取或增加组件。
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/// </summary>
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/// <typeparam name="T">要获取或增加的组件。</typeparam>
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/// <param name="gameObject">目标对象。</param>
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/// <returns>获取或增加的组件。</returns>
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public static T GetOrAddComponent<T>(this GameObject gameObject) where T : Component
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{
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T component = gameObject.GetComponent<T>();
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if (component == null)
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{
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component = gameObject.AddComponent<T>();
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}
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return component;
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}
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/// <summary>
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/// 获取或增加组件。
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/// </summary>
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/// <param name="gameObject">目标对象。</param>
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/// <param name="type">要获取或增加的组件类型。</param>
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/// <returns>获取或增加的组件。</returns>
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public static Component GetOrAddComponent(this GameObject gameObject, Type type)
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{
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Component component = gameObject.GetComponent(type);
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if (component == null)
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{
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component = gameObject.AddComponent(type);
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}
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return component;
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}
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/// <summary>
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/// 获取 GameObject 是否在场景中。
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/// </summary>
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/// <param name="gameObject">目标对象。</param>
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/// <returns>GameObject 是否在场景中。</returns>
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/// <remarks>若返回 true,表明此 GameObject 是一个场景中的实例对象;若返回 false,表明此 GameObject 是一个 Prefab。</remarks>
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public static bool InScene(this GameObject gameObject)
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{
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return gameObject.scene.name != null;
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}
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/// <summary>
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/// 递归设置游戏对象的层次。
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject" /> 对象。</param>
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/// <param name="layer">目标层次的编号。</param>
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public static void SetLayerRecursively(this GameObject gameObject, int layer)
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{
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gameObject.GetComponentsInChildren(true, s_CachedTransforms);
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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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2025-04-11 19:57:23 +08:00
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}
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