unity-atoms/Source/Extensions/GameObjectExtensions.cs

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Squashed commit of the following: commit 847eff037204d841546c0da772d2f341f9cf1e25 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Sun Mar 17 22:09:38 2019 +0100 #17 - Serializable not needed for ScriptableObject commit 593b275e6394b9d589de8a7a20375145dfc4aa84 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Sun Mar 17 21:59:33 2019 +0100 18 - IGameEvent<T1, T2> RegisterListener commit 40443ce9bd4b1c339aaf19cfcb119f2336608dae Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:35:04 2019 +0100 Remove some more warnings commit bd453110ac51a6ebe3d54368fcb039bdbe52e278 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:33:30 2019 +0100 Update README commit 90977b853a047c84efb5311768a09f4e8a1165b2 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:31:45 2019 +0100 Initialize to null to get rid off warnings commit 38b7f5c4ede195aa7198f567801c9cbeedc9b6f6 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:15:53 2019 +0100 More fixes to enable local unity project commit 404e1cbf88ed4431c61d3ece074e838e74ac5141 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:12:37 2019 +0100 Remove duplicated asmdef commit 5734300684e8a16553f213157cad1b4722b7cb7f Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:09:46 2019 +0100 Change files to include commit d1e42b119a6bc1577b1792459fa298e063652337 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 16:05:56 2019 +0100 Added root package json commit 1709a0347147d74460f653182bbaf8d15eb6154e Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 15:30:44 2019 +0100 #16 - Add test and examples Unity project commit a3ea1a133bf6727e011ba85c64569db45302e487 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 13:12:02 2019 +0100 #13 - Make usage of UPM (package manager) commit 492a30e905f6cf3f5899cb7080ef2bda73110f00 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 11:28:56 2019 +0100 Added extensions + code formatting fixes commit 709949a1016c236cfd363cf25392fedfd8d083ca Author: Oliver Biwer <soraphis@users.noreply.github.com> Date: Fri Mar 8 10:16:45 2019 +0100 More AtomicTags changes (#15) * - added assembly defintions, and unit tests - improved AtomicTags in regards of #8, #9 and #10 * Fixes #11 - Added Equality Members (inclusive HashCode) for ScriptableObjectVariableBase * removed Rider Plugins from git * Further AtomicTag optimization commit ae6584c879f182e727fe0a8d0aff4b0715829914 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 10:08:36 2019 +0100 Editor config commit 197d7067608600e4e2d13dc42db909ee8f8c75df Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Mar 8 09:23:12 2019 +0100 Added editor config file commit 53d6adc07bbc2967c12c17227a1c31d9f1cfba77 Author: Oliver Biwer <soraphis@users.noreply.github.com> Date: Tue Mar 5 22:57:47 2019 +0100 More efficient AtomicTags (#12) * - added assembly defintions, and unit tests - improved AtomicTags in regards of #8, #9 and #10 * Fixes #11 - Added Equality Members (inclusive HashCode) for ScriptableObjectVariableBase * removed Rider Plugins from git commit 81209d83b5195300d4c2d54411cff3c7983f0d97 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Wed Dec 12 20:54:17 2018 +0100 Added MonoHooks + ColliderType + bug fixes commit c6b240cebbdc410341fb05204235842df5da9d73 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Sat Dec 1 00:23:10 2018 +0100 Experimenting with adding UI state management commit dfd70a8944acbeabe5feba1cf6cff2be6802c470 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Nov 30 23:10:21 2018 +0100 Issue #6 - AtomicTags commit 8907763227f4d4c2a32c5684e7caa4d4a082eb16 Author: Adam Ramberg <andersson.adam.89@gmail.com> Date: Fri Nov 30 22:42:29 2018 +0100 First commit of v1.0.0
2019-03-17 18:43:20 -04:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityAtoms.Extensions
{
public static class GameObjectExtensions
{
#region AtomicTagExtensions
/// <summary>
/// Retrieves all AtomicTags for a given GameObject
/// </summary>
/// <returns>
/// - null if the GameObject does not have Atomic Tags or they (or the GO) are disabled)
/// - an readonly list of strings containing the tags
/// </returns>
public static ReadOnlyList<StringConstant> GetAtomicTags(this GameObject go)
{
return AtomicTags.GetAtomicTags(go);
}
/// <returns>
/// - False if the GameObject does not have the AtomicTag, else True
/// </returns>
public static bool HasTag(this GameObject go, string tag)
{
var atomicTags = AtomicTags.GetForGameObject(go);
if (atomicTags == null) return false;
return atomicTags.HasTag(tag);
}
/// <returns>
/// - False if the GameObject does not have the AtomicTag, else True
/// </returns>
public static bool HasTag(this GameObject go, StringConstant stringConstant)
{
return go.HasTag(stringConstant.Value);
}
public static bool HasAnyTag(this GameObject go, List<string> strings)
{
var atomicTags = AtomicTags.GetForGameObject(go);
if (atomicTags == null) return false;
for (var i = 0; i < strings.Count; i++)
{
if (atomicTags.HasTag(strings[i])) return true;
}
return false;
}
public static bool HasAnyTag(this GameObject go, List<StringConstant> stringConstants)
{
// basically same method as above, the code is mostly copy and pasted because its not preferable to convert
// stringconstants to strings and calling the other method, because of memory allocation
var atomicTags = AtomicTags.GetForGameObject(go);
if (atomicTags == null) return false;
for (var i = 0; i < stringConstants.Count; i++)
{
if (atomicTags.HasTag(stringConstants[i].Value)) return true;
}
return false;
}
#endregion
// Tries to get a component on the the GameObject. If the component doesn't exists it adds it and return the newly added component.
public static T GetOrAddComponent<T>(this GameObject go) where T : Component
{
return go.GetComponent<T>() == null ? go.AddComponent<T>() : go.GetComponent<T>();
}
public static bool HasComponent<T>(this GameObject go) where T : Component
{
return go.GetComponent<T>() != null;
}
}
}