0.5.2
This commit is contained in:
+153
-59
@@ -3532,7 +3532,7 @@
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</summary>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FisherYatesShuffle(System.Int32,System.Int32)">
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.FisherYatesShuffle(System.Int32,System.Int32,System.Collections.Generic.List{System.Int32})">
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<summary>
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Fisher-Yates洗牌算法,时间复杂度为O(n*n),空间复杂度为O(n);
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<code>
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@@ -5257,6 +5257,22 @@
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使用循环累加验证小数步长的平方和
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</summary>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SqrMagnitudeDistance(UnityEngine.Vector2,UnityEngine.Vector2)">
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<summary>
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平方绝对值距离
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</summary>
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<param name="a"></param>
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<param name="b"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.SqrMagnitudeDistance(UnityEngine.Vector3,UnityEngine.Vector3)">
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<summary>
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平方绝对值距离
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</summary>
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<param name="a"></param>
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<param name="b"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroMath.GetCirclePoints(System.Single,System.Single,System.Int32,System.Boolean)">
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<summary>
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获取圆上的点
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@@ -7716,12 +7732,13 @@
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<param name="self"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.AnchorPoint(UnityEngine.RectTransform,UnityEngine.Vector2)">
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.GetScreenPosition(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera)">
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<summary>
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设置组件的锚点为一个点
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获取元素在屏幕上的绝对坐标
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</summary>
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<param name="self"></param>
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<param name="point"></param>
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<param name="rectTransform">目标UI元素的RectTransform</param>
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<param name="pivotRelativePoint">相对于元素 pivot 的偏移点(默认是元素中心点)</param>
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<returns>屏幕绝对坐标(原点在屏幕左下角)</returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.AbsoluteSizeDelta(UnityEngine.RectTransform)">
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<summary>
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@@ -7729,6 +7746,13 @@
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</summary>
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<param name="self"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.AbsoluteLossySizeDelta(UnityEngine.RectTransform)">
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<summary>
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获取世界绝对尺寸(递归向上计算尺寸)
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</summary>
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<param name="self"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.TransformPointLocal2World(UnityEngine.RectTransform,UnityEngine.Vector3)">
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<summary>
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变换顶点
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@@ -7757,6 +7781,13 @@
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<param name="delta"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.AnchorPoint(UnityEngine.RectTransform,UnityEngine.Vector2)">
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<summary>
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设置组件的锚点为一个点
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</summary>
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<param name="self"></param>
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<param name="point"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroRectTransform.SaveAsImage(UnityEngine.RectTransform,UnityEngine.Canvas)">
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<summary>
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在这个组件上截图
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@@ -10110,6 +10141,92 @@
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<param name="index"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActivity(UnityEngine.GameObject)">
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<summary>
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获取对象自身有效性
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</summary>
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<param name="go"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActivityInHierarchy(UnityEngine.GameObject)">
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<summary>
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获取对象世界有效性
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</summary>
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<param name="go"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActivityInHierarchy(UnityEngine.GameObject,System.Int32)">
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<summary>
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获取对象在有限父级中的有效性
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</summary>
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<param name="go"></param>
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<param name="limitParent"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SetActivity(UnityEngine.GameObject,System.Boolean)">
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<summary>
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设置对象有效性
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</summary>
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<param name="go"></param>
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<param name="active"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SetActivityInHierarchy(UnityEngine.GameObject,System.Boolean)">
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<summary>
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设置对象有效性
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</summary>
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<param name="go"></param>
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<param name="active"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SetActivityInHierarchy(UnityEngine.GameObject,System.Boolean,System.Int32)">
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<summary>
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设置对象有效性在有限的父级中
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</summary>
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<param name="go"></param>
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<param name="active"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActivity(UnityEngine.Transform)">
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<summary>
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获取对象自身有效性
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</summary>
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<param name="go"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActivityInHierarchy(UnityEngine.Transform)">
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<summary>
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获取对象世界有效性
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</summary>
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<param name="go"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetActivityInHierarchy(UnityEngine.Transform,System.Int32)">
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<summary>
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获取对象在有限父级中的有效性
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</summary>
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<param name="go"></param>
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<param name="limitParent"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SetActivity(UnityEngine.Transform,System.Boolean)">
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<summary>
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设置对象有效性
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</summary>
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<param name="go"></param>
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<param name="active"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SetActivityInHierarchy(UnityEngine.Transform,System.Boolean)">
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<summary>
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设置对象有效性
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</summary>
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<param name="go"></param>
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<param name="active"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.SetActivityInHierarchy(UnityEngine.Transform,System.Boolean,System.Int32)">
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<summary>
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设置对象有效性在有限的父级中
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</summary>
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<param name="go"></param>
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<param name="active"></param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetParents(UnityEngine.Transform)">
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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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@@ -10117,6 +10234,13 @@
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<param name="trans"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetParents(UnityEngine.GameObject)">
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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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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetParentsSafety(UnityEngine.Transform)">
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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(安全模式:在遍历中操作循环体时,此处列表保持不变)
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@@ -10124,6 +10248,13 @@
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<param name="trans"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetParentsSafety(UnityEngine.GameObject)">
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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(安全模式:在遍历中操作循环体时,此处列表保持不变)
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</summary>
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<param name="trans"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildren(UnityEngine.Transform)">
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<summary>
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获取一个变换节点下所有的子成员(这个在unity中可以直接通过transform隐式转换)
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@@ -10131,6 +10262,13 @@
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<param name="trans"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildren(UnityEngine.GameObject)">
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<summary>
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获取一个变换节点下所有的子成员(这个在unity中可以直接通过transform隐式转换)
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</summary>
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<param name="trans"></param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetChildrenSafety(UnityEngine.Transform)">
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<summary>
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获取一个变换节点下所有的子成员(安全模式:在遍历中操作循环体时,此处列表保持不变)
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@@ -10437,58 +10575,6 @@
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<param name="nodes">节点列表</param>
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<param name="predicate">执行的条件,为真时销毁</param>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.GameObject)">
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<summary>
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获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
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<code>
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要注意使用格式应当类似于这样:
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rigidbody = rigidbody.GetIfComponent(this);
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</code>
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</summary>
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<typeparam name="T">组件类型</typeparam>
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<param name="target">组件引用</param>
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<param name="content">要查找组件的位置</param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.RectTransform)">
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<summary>
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获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
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<code>
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要注意使用格式应当类似于这样:
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rigidbody = rigidbody.GetIfComponent(this);
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</code>
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</summary>
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<typeparam name="T">组件类型</typeparam>
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<param name="target">组件引用</param>
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<param name="content">要查找组件的位置</param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.Transform)">
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<summary>
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获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
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<code>
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要注意使用格式应当类似于这样:
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rigidbody = rigidbody.GetIfComponent(this);
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</code>
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</summary>
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<typeparam name="T">组件类型</typeparam>
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<param name="target">组件引用</param>
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<param name="content">要查找组件的位置</param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.MacroLibrary.MacroObject.GetIfComponent``1(``0,UnityEngine.MonoBehaviour)">
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<summary>
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获取组件,如果组件为空则在节点中查找,如果还没有则创建这个组件
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<code>
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要注意使用格式应当类似于这样:
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rigidbody = rigidbody.GetIfComponent(this);
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</code>
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</summary>
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<typeparam name="T">组件类型</typeparam>
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<param name="target">组件引用</param>
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<param name="content">要查找组件的位置</param>
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<returns></returns>
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</member>
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<member name="T:XericLibrary.Runtime.MacroLibrary.MacroResources">
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<summary>
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加载宏
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@@ -14702,6 +14788,11 @@
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灵活的四叉树实现,支持多种坐标类型
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</summary>
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</member>
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<member name="P:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.RootRect">
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<summary>
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获取此四叉树的范围
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</summary>
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</member>
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<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.#ctor(UnityEngine.Rect,System.Func{`0,UnityEngine.Rect},System.Int32,System.Int32)">
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<summary>
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初始化四叉树
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@@ -14714,10 +14805,13 @@
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插入元素
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</summary>
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</member>
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<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.Retrieve(UnityEngine.Rect)">
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<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.Retrieve(UnityEngine.Rect,System.Collections.Generic.HashSet{`0})">
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<summary>
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查找范围内的元素
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</summary>
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<param name="area">查找范围</param>
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<param name="result">建议使用数据容器对象池控制,避免频繁GC,默认空将自动创建新的数据容器</param>
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<returns></returns>
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</member>
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<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.FindNearest(UnityEngine.Vector2,System.Single)">
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<summary>
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@@ -14744,7 +14838,7 @@
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查找最近的元素
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</summary>
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</member>
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<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.Node.Retrieve(UnityEngine.Rect)">
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<member name="M:XericLibrary.Runtime.Type.SpatialAlgorithm.QuadTree`1.Node.Retrieve(UnityEngine.Rect,System.Collections.Generic.HashSet{`0})">
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<summary>
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查找范围内的元素
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</summary>
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