unity-atoms/Source/Extensions/GameObjectExtensions.cs
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    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

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    Issue #6 - AtomicTags

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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 23:43:20 +01:00

83 lines
2.8 KiB
C#

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;
}
}
}