274 lines
9.8 KiB
C#
274 lines
9.8 KiB
C#
using UnityEngine;
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namespace UnityEngine
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{
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[UnityEngine.Scripting.Preserve]
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public static class UnityEngineTransformExtension
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{
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/// <summary>
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/// 查找子节点的名称符合的 <see cref="Transform" />。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="name">子节点的名称</param>
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public static Transform FindChildName(this Transform transform, string name)
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{
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var child = transform.Find(name);
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if (child.IsNotNull())
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{
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return child;
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}
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var childCount = transform.childCount;
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for (int i = 0; i < childCount; i++)
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{
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var t = transform.GetChild(i);
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if (t.name.EqualsFast(name))
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{
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return t;
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}
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t = t.FindChildName(name);
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if (t.IsNotNull())
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{
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return t;
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}
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}
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return null;
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}
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/// <summary>
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/// 设置绝对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">x 坐标值。</param>
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public static void SetPositionX(this Transform transform, float newValue)
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{
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Vector3 v = transform.position;
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v.x = newValue;
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transform.position = v;
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}
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/// <summary>
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/// 设置绝对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">y 坐标值。</param>
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public static void SetPositionY(this Transform transform, float newValue)
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{
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Vector3 v = transform.position;
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v.y = newValue;
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transform.position = v;
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}
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/// <summary>
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/// 设置绝对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">z 坐标值。</param>
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public static void SetPositionZ(this Transform transform, float newValue)
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{
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Vector3 v = transform.position;
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v.z = newValue;
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transform.position = v;
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}
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/// <summary>
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/// 增加绝对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">x 坐标值增量。</param>
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public static void AddPositionX(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.position;
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v.x += deltaValue;
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transform.position = v;
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}
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/// <summary>
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/// 增加绝对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">y 坐标值增量。</param>
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public static void AddPositionY(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.position;
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v.y += deltaValue;
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transform.position = v;
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}
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/// <summary>
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/// 增加绝对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">z 坐标值增量。</param>
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public static void AddPositionZ(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.position;
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v.z += deltaValue;
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transform.position = v;
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}
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/// <summary>
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/// 设置相对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">x 坐标值。</param>
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public static void SetLocalPositionX(this Transform transform, float newValue)
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{
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Vector3 v = transform.localPosition;
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v.x = newValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 设置相对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">y 坐标值。</param>
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public static void SetLocalPositionY(this Transform transform, float newValue)
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{
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Vector3 v = transform.localPosition;
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v.y = newValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 设置相对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">z 坐标值。</param>
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public static void SetLocalPositionZ(this Transform transform, float newValue)
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{
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Vector3 v = transform.localPosition;
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v.z = newValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 增加相对位置的 x 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">x 坐标值。</param>
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public static void AddLocalPositionX(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localPosition;
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v.x += deltaValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 增加相对位置的 y 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">y 坐标值。</param>
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public static void AddLocalPositionY(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localPosition;
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v.y += deltaValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 增加相对位置的 z 坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">z 坐标值。</param>
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public static void AddLocalPositionZ(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localPosition;
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v.z += deltaValue;
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transform.localPosition = v;
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}
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/// <summary>
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/// 设置相对尺寸的 x 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">x 分量值。</param>
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public static void SetLocalScaleX(this Transform transform, float newValue)
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{
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Vector3 v = transform.localScale;
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v.x = newValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 设置相对尺寸的 y 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">y 分量值。</param>
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public static void SetLocalScaleY(this Transform transform, float newValue)
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{
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Vector3 v = transform.localScale;
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v.y = newValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 设置相对尺寸的 z 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="newValue">z 分量值。</param>
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public static void SetLocalScaleZ(this Transform transform, float newValue)
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{
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Vector3 v = transform.localScale;
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v.z = newValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 增加相对尺寸的 x 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">x 分量增量。</param>
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public static void AddLocalScaleX(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localScale;
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v.x += deltaValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 增加相对尺寸的 y 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">y 分量增量。</param>
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public static void AddLocalScaleY(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localScale;
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v.y += deltaValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 增加相对尺寸的 z 分量。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="deltaValue">z 分量增量。</param>
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public static void AddLocalScaleZ(this Transform transform, float deltaValue)
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{
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Vector3 v = transform.localScale;
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v.z += deltaValue;
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transform.localScale = v;
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}
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/// <summary>
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/// 二维空间下使 <see cref="Transform" /> 指向指向目标点的算法,使用世界坐标。
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/// </summary>
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/// <param name="transform"><see cref="Transform" /> 对象。</param>
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/// <param name="lookAtPoint2D">要朝向的二维坐标点。</param>
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/// <remarks>假定其 forward 向量为 <see cref="Vector3.up" />。</remarks>
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public static void LookAt2D(this Transform transform, Vector2 lookAtPoint2D)
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{
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Vector3 vector = lookAtPoint2D.ToVector3() - transform.position;
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vector.y = 0f;
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if (vector.magnitude > 0f)
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{
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transform.rotation = Quaternion.LookRotation(vector.normalized, Vector3.up);
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}
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}
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}
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} |