266 lines
7.3 KiB
C#
266 lines
7.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace XericLibrary.Runtime.MacroLibrary
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{
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public static class MacroObject
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{
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#region 对象操作
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/// <summary>
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/// 获取此枚举器在给定索引下的值
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="target"></param>
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/// <param name="index"></param>
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/// <returns></returns>
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/// <exception cref="IndexOutOfRangeException"></exception>
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public static T SelectIndex<T>(this IEnumerable<T> target, int index)
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{
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int nowIndex = 0;
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foreach(var item in target)
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if(nowIndex++ == index)
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return (T)item;
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throw new IndexOutOfRangeException("给定的索引超出了枚举器的范围");
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}
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/// <summary>
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/// 获取此枚举器在给定索引下的值,并且允许在无法找到的情况下使用null返回
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="target"></param>
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/// <param name="index"></param>
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/// <returns></returns>
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public static T SelectIndexOrDefault<T>(this IEnumerable<T> target, int index)
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where T : class
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{
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int nowIndex = 0;
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foreach(var item in target)
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if(nowIndex++ == index)
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return (T)item;
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return null;
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}
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/// <summary>
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/// 按顺序获取一个节点的所有父级节点
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/// </summary>
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/// <param name="trans"></param>
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/// <returns></returns>
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public static IEnumerable<Transform> GetParents(this Transform trans)
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{
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Transform target = trans.parent;
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while(target != null)
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{
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yield return target;
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target = target.parent;
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}
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}
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/// <summary>
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/// 遍历项目中父级内所有子项的差距,并找到第1个差距最大的项目;
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/// <code>
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/// 具体是先从当前节点向上级找到第一个最少子项数量的节点,
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/// 以此为基准,从当前最少数量节点的子集中返回来自项目的父级(或来自项目);
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/// 具体是用来在场景中寻找第一个具有标识意义的节点
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/// </code>
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/// </summary>
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/// <param name="trans"></param>
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/// <param name="backStep">倒数步骤数,基于基准父级/param>
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/// <returns></returns>
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[Obsolete("未验证的,谨慎使用")]
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public static Transform GetObjectNameInParentsFilterByChildrenMeanDifferen(this Transform trans, int backStep = 1)
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{
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int minParentIndex = 0;
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int index = 0;
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int minChildCount = int.MaxValue;
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foreach(Transform parent in trans.GetParents())
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{
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if(parent.childCount < minChildCount)
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{
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minChildCount = parent.childCount;
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minParentIndex = index;
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}
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index++;
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}
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return trans.GetParents().SelectIndexOrDefault(minParentIndex - backStep);
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}
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/// <summary>
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/// 获取一个变换节点下所有的子成员
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/// </summary>
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/// <param name="trans"></param>
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/// <param name="recursion">递归深度,0表示仅在第一子集中寻找,1表示在包含下一级在内的所有成员中寻找</param>
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/// <returns></returns>
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public static IEnumerable<Transform> GetChildren(this Transform trans)
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{
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for(int i = 0; i < trans.childCount; i++)
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{
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yield return trans.GetChild(i);
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}
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}
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/// <summary>
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/// 在所有子成员中深度优先找到第一个组件;
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/// 注意这只会在子项中查找。
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="trans"></param>
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/// <param name="recursion">遍历深度,0表示仅在子集中寻找,1表示在子集中寻找,如果找不到的将在子集的子集中寻找,以此类推</param>
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/// <returns></returns>
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public static IEnumerable<T> GetComponentsInRecursionChildren<T>(this Transform trans, int recursion = 1)
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where T : Component
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{
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int newRecursion = recursion - 1;
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foreach(var item in trans.GetChildren())
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{
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var comp = item.GetComponent<T>();
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if(comp == null && newRecursion > 0)
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comp = item.GetComponentInRecursionChildren<T>(newRecursion);
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yield return comp;
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}
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}
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/// <summary>
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/// 按深度优先寻找一个组件;
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/// 注意这只会在子项中查找。
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="trans"></param>
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/// <param name="depth">遍历深度,0表示仅在子集中寻找,1表示在子集中寻找,如果找不到的将在子集的子集中寻找,以此类推</param>
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/// <returns></returns>
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public static T GetComponentInRecursionChildren<T>(this Transform trans, int depth = 1)
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where T : Component
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{
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T result;
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int newDepth = depth - 1;
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#if true // 如果不知道这里在找什么的可以打开调试看看
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foreach(var item in trans.GetChildren())
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{
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result = item.GetComponent<T>();
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if(result == null && newDepth > 0)
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result = item.GetComponentInRecursionChildren<T>(newDepth);
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if(result != null)
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return result;
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}
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#else
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string info = $"{depth}. 开始在{trans.name}中寻找\r\n";
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foreach(var item in trans.GetChildren())
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{
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info += $"{depth}. > 正在{item.name}中寻找\r\n";
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result = item.GetComponent<T>();
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info += $"{depth}. 当前节点{(result == null ? "不包含组件":"包含组件")}\r\n";
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if(result == null && newDepth >= 0)
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{
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info += $"{depth}. 前往深层寻找 > \r\n";
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result = item.GetRecursionComponent<T>(newDepth);
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info += $"{depth}. 深层查找返回 < \r\n";
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}
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if(result != null)
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{
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info += $"{depth}. 已找到结果:{result.name} \r\n";
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Debug.Log(info);
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return result;
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}
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info += $"{depth}. 没有找到任何东西 \r\n";
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}
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Debug.Log(info + "没有找到,空结束");
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#endif
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return null;
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}
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/// <summary>
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/// 无论如何都要获取一个组件
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static T GetComponentAnyway<T>(this GameObject obj)
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where T : Component
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{
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var component = obj.GetComponent<T>();
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if(component is null)
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component = obj.AddComponent<T>();
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return component;
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}
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/// <summary>
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/// 无论如何都要获取一个对象
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="obj"></param>
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/// <returns></returns>
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public static T GetObjectAnyway<T>(this T obj)
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where T : new()
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{
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if(obj is null)
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obj = new T();
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return obj;
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}
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#endregion
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#region 2023/10 过时
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/// <summary>
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/// 在所有子成员中深度优先找到第一个组件
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="trans"></param>
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/// <param name="recursion">遍历深度,0表示仅在此处寻找,1表示在包含下一级在内的所有成员中寻找</param>
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/// <returns></returns>
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[Obsolete("命名不符合规则,将使用GetComponentsInRecursionChildren替换")]
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public static IEnumerable<T> GetChildrenRecursionComponents<T>(this Transform trans, int recursion = 1)
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where T : Component
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{
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int newRecursion = recursion - 1;
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foreach(var item in trans.GetChildren())
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{
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var comp = item.GetComponent<T>();
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if(comp == null && newRecursion > 0)
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comp = item.GetChildrenRecursionComponent<T>(newRecursion);
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yield return comp;
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}
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}
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/// <summary>
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/// 按深度优先寻找一个组件
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="trans"></param>
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/// <param name="depth">遍历深度,0表示仅在第一子集中寻找,1表示在包含下一级在内的所有成员中寻找</param>
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/// <returns></returns>
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[Obsolete("命名不符合规则,将使用GetComponentsInRecursionChildren替换")]
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public static T GetChildrenRecursionComponent<T>(this Transform trans, int depth = 1)
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where T : Component
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{
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T result;
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int newDepth = depth - 1;
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foreach(var item in trans.GetChildren())
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{
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result = item.GetComponent<T>();
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if(result == null && newDepth > 0)
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result = item.GetChildrenRecursionComponent<T>(newDepth);
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if(result != null)
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return result;
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}
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return null;
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}
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#endregion
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}
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}
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