com.alicizax.unity/Runtime/Extension/UnityEngage.GameObject/UnityEngage.GameObjectExtension.cs

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using System;
using System.Collections.Generic;
namespace UnityEngine
{
public static class UnityEngageGameObjectExtension
{
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public static void SafeDestroySelf(
this Object obj)
{
if (obj == null) return;
#if UNITY_EDITOR
if (!Application.isPlaying)
Object.DestroyImmediate(obj);
else
Object.Destroy(obj);
#else
Object.Destroy(obj);
#endif
}
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private static readonly List<Transform> s_CachedTransforms = new List<Transform>();
/// <summary>
/// 获取或增加组件。
/// </summary>
/// <typeparam name="T">要获取或增加的组件。</typeparam>
/// <param name="gameObject">目标对象。</param>
/// <returns>获取或增加的组件。</returns>
public static void DestroyComponent<T>(this GameObject gameObject) where T : Component
{
T component = gameObject.GetComponent<T>();
if (component != null)
{
Object.Destroy(component);
}
// return component;
}
/// <summary>
/// 获取或增加组件。
/// </summary>
/// <typeparam name="T">要获取或增加的组件。</typeparam>
/// <param name="gameObject">目标对象。</param>
/// <returns>获取或增加的组件。</returns>
public static T GetOrAddComponent<T>(this GameObject gameObject) where T : Component
{
T component = gameObject.GetComponent<T>();
if (component == null)
{
component = gameObject.AddComponent<T>();
}
return component;
}
/// <summary>
/// 获取或增加组件。
/// </summary>
/// <param name="gameObject">目标对象。</param>
/// <param name="type">要获取或增加的组件类型。</param>
/// <returns>获取或增加的组件。</returns>
public static Component GetOrAddComponent(this GameObject gameObject, Type type)
{
Component component = gameObject.GetComponent(type);
if (component == null)
{
component = gameObject.AddComponent(type);
}
return component;
}
/// <summary>
/// 获取 GameObject 是否在场景中。
/// </summary>
/// <param name="gameObject">目标对象。</param>
/// <returns>GameObject 是否在场景中。</returns>
/// <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>
public static bool InScene(this GameObject gameObject)
{
return gameObject.scene.name != null;
}
/// <summary>
/// 递归设置游戏对象的层次。
/// </summary>
/// <param name="gameObject"><see cref="GameObject" /> 对象。</param>
/// <param name="layer">目标层次的编号。</param>
public static void SetLayerRecursively(this GameObject gameObject, int layer)
{
gameObject.GetComponentsInChildren(true, s_CachedTransforms);
foreach (var tf in s_CachedTransforms)
{
tf.gameObject.layer = layer;
}
s_CachedTransforms.Clear();
}
}
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}