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UATags -> AtomTags
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@ -12,12 +12,12 @@
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# 2.0.0 (September 3, 2019)
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The release notes were introduced halfway through the work with version `2.0.0`. The list below might therefore not me 100% complete.
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_The release notes were introduced halfway through the work with version `2.0.0`. The list below might therefore not me 100% complete._
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## 💥 Breaking changes
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- The repo has been split up to 6 different packages: core, mobile, mono-hooks, scene-mgmt, tags and ui
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- Changed name on Atomic Tags to UA Tags.
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- Changed name on Atomic Tags to Atom Tags.
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## 📝 Documentation
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@ -12,7 +12,7 @@ namespace UnityAtoms.Tags
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/// </summary>
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[EditorIcon("atom-icon-delicate")]
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[AddComponentMenu("Unity Atoms/Tags")]
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public sealed class UATags : MonoBehaviour, ISerializationCallbackReceiver
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public sealed class AtomTags : MonoBehaviour, ISerializationCallbackReceiver
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{
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/// <summary>
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/// Get the tags associated with this GameObject as `StringConstants` in a `ReadOnlyList<T>`.
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@ -28,8 +28,8 @@ namespace UnityAtoms.Tags
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private static readonly Dictionary<string, List<GameObject>> TaggedGameObjects
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= new Dictionary<string, List<GameObject>>();
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private static readonly Dictionary<GameObject, UATags> TagInstances
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= new Dictionary<GameObject, UATags>();
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private static readonly Dictionary<GameObject, AtomTags> TagInstances
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= new Dictionary<GameObject, AtomTags>();
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#region Serialization
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@ -194,7 +194,7 @@ namespace UnityAtoms.Tags
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/// <returns>
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/// Returns the `UATags` component. Returns `null` if the `GameObject` does not have a `UATags` component or if the `GameObject` is disabled.
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/// </returns>
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public static UATags GetTagsForGameObject(GameObject go)
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public static AtomTags GetTagsForGameObject(GameObject go)
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{
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if (!TagInstances.ContainsKey(go)) return null;
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return TagInstances[go];
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@ -18,7 +18,7 @@ namespace UnityAtoms.Tags
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/// </returns>
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public static ReadOnlyList<StringConstant> GetTags(this GameObject go)
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{
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return UATags.GetTags(go);
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return AtomTags.GetTags(go);
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}
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/// <summary>
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@ -29,7 +29,7 @@ namespace UnityAtoms.Tags
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/// <returns>`true` if the tag exists, otherwise `false`.</returns>
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public static bool HasTag(this GameObject go, string tag)
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{
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var tags = UATags.GetTagsForGameObject(go);
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var tags = AtomTags.GetTagsForGameObject(go);
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if (tags == null) return false;
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return tags.HasTag(tag);
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}
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@ -54,7 +54,7 @@ namespace UnityAtoms.Tags
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/// <returns>`true` if any of the tags exist, otherwise `false`.</returns>
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public static bool HasAnyTag(this GameObject go, List<string> tags)
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{
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var goTags = UATags.GetTagsForGameObject(go);
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var goTags = AtomTags.GetTagsForGameObject(go);
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if (goTags == null) return false;
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for (var i = 0; i < tags.Count; i++)
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@ -74,7 +74,7 @@ namespace UnityAtoms.Tags
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{
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// basically same method as above, the code is mostly copy and pasted because its not preferable to convert
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// stringconstants to strings and calling the other method, because of memory allocation
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var tags = UATags.GetTagsForGameObject(go);
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var tags = AtomTags.GetTagsForGameObject(go);
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if (tags == null) return false;
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for (var i = 0; i < stringConstants.Count; i++)
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@ -15,14 +15,14 @@ using Random = UnityEngine.Random;
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namespace UnityAtoms.Tags.Tests
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{
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public class UnityAtomsTagsTests
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public class AtomTagsTests
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{
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[UnityTest]
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public IEnumerator TestingAndProfiling()
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{
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var go = new GameObject();
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var atomicTags = go.AddComponent<UATags>();
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var atomicTags = go.AddComponent<AtomTags>();
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List<string> random_tags_raw = new List<string>() { "a", "c", "e", "g", "i", "k", "m" };
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random_tags_raw.OrderBy((s => Random.value)).ToList();
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@ -52,10 +52,10 @@ namespace UnityAtoms.Tags.Tests
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Assert.That(() => { var t1 = atomicTags.Tags[2].Value; }, Is.Not.AllocatingGCMemory());
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Assert.That(() => { atomicTags.HasTag(null); }, Is.Not.AllocatingGCMemory());
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Assert.AreSame(go, UATags.FindByTag("e"));
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Assert.AreSame(go, AtomTags.FindByTag("e"));
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using (new ProfilerMarker("MySystem.FindByTag").Auto())
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{
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UATags.FindByTag("e");
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AtomTags.FindByTag("e");
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}
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// THIS:
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// Assert.That(() => { var t1 = AtomicTags.FindByTag("e"); }, Is.AllocatingGCMemory());
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@ -71,7 +71,7 @@ namespace UnityAtoms.Tags.Tests
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using (new ProfilerMarker("MySystem.GetGlobal").Auto())
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{
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UATags.GetTagsForGameObject(go);
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AtomTags.GetTagsForGameObject(go);
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}
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Assert.AreEqual(random_tags_raw.Count, atomicTags.Tags.Count);
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