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e5f6659eda
* Removed unused namespaces across all files in Unity.Atoms assembly. * Removed unused namspaces in runtime and Test assembly code.
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace UnityAtoms.Extensions
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{
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public static class GameObjectExtensions
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{
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#region AtomicTagExtensions
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/// <summary>
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/// Retrieves all AtomicTags for a given GameObject
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/// </summary>
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/// <returns>
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/// - null if the GameObject does not have Atomic Tags or they (or the GO) are disabled)
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/// - an readonly list of strings containing the tags
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/// </returns>
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public static ReadOnlyList<StringConstant> GetAtomicTags(this GameObject go)
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{
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return AtomicTags.GetAtomicTags(go);
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}
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/// <returns>
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/// - False if the GameObject does not have the AtomicTag, else True
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/// </returns>
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public static bool HasTag(this GameObject go, string tag)
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{
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var atomicTags = AtomicTags.GetForGameObject(go);
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if (atomicTags == null) return false;
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return atomicTags.HasTag(tag);
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}
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/// <returns>
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/// - False if the GameObject does not have the AtomicTag, else True
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/// </returns>
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public static bool HasTag(this GameObject go, StringConstant stringConstant)
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{
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return go.HasTag(stringConstant.Value);
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}
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public static bool HasAnyTag(this GameObject go, List<string> strings)
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{
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var atomicTags = AtomicTags.GetForGameObject(go);
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if (atomicTags == null) return false;
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for (var i = 0; i < strings.Count; i++)
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{
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if (atomicTags.HasTag(strings[i])) return true;
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}
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return false;
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}
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public static bool HasAnyTag(this GameObject go, List<StringConstant> stringConstants)
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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 atomicTags = AtomicTags.GetForGameObject(go);
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if (atomicTags == null) return false;
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for (var i = 0; i < stringConstants.Count; i++)
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{
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if (atomicTags.HasTag(stringConstants[i].Value)) return true;
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}
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return false;
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}
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#endregion
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// Tries to get a component on the the GameObject. If the component doesn't exists it adds it and return the newly added component.
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public static T GetOrAddComponent<T>(this GameObject go) where T : Component
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{
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return go.GetComponent<T>() == null ? go.AddComponent<T>() : go.GetComponent<T>();
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}
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public static bool HasComponent<T>(this GameObject go) where T : Component
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{
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return go.GetComponent<T>() != null;
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}
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}
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}
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