Unity-WebSocket/Assets/FishNet/Runtime/Plugins/GameKit/Dependencies/Utilities/Transforms.cs
2025-06-28 11:28:54 +03:30

195 lines
7.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace GameKit.Dependencies.Utilities
{
public static class Transforms
{
/// <summary>
/// Returns the sizeDelta halfed.
/// </summary>
/// <param name="considerScale">True to multiple values by RectTransform scale.</param>
public static Vector2 HalfSizeDelta(this RectTransform rectTransform, bool useScale = false)
{
Vector2 sizeDelta = (useScale) ? rectTransform.SizeDeltaScaled() : rectTransform.sizeDelta;
return (sizeDelta / 2f);
}
/// <summary>
/// Returns the sizeDelta multiplied by scale.
/// </summary>
public static Vector2 SizeDeltaScaled(this RectTransform rectTransform)
{
return (rectTransform.sizeDelta * rectTransform.localScale);
}
/// <summary>
/// Returns a position for the rectTransform ensuring it's fully on the screen.
/// </summary>
/// <param name="desiredPosition">Preferred position for the rectTransform.</param>
/// <param name="padding">How much padding the transform must be from the screen edges.</param>
public static Vector3 GetOnScreenPosition(this RectTransform rectTransform, Vector3 desiredPosition, Vector2 padding)
{
RectTransform canvasRectTransform = rectTransform.GetComponentInParent<Canvas>().transform as RectTransform;
Vector2 clampedPos = desiredPosition;
Vector2 localScale = canvasRectTransform.localScale;
Vector2 oneMinusPivot = Vector2.one - rectTransform.pivot;
//The size has to be scaled to account for the size and scale of the Canvas it is childed to
Vector2 scaledSize = rectTransform.sizeDelta * localScale;
//Calculate the minimum and maximum bounds of the canvas our object can occupy
Vector2 minClamp = scaledSize * rectTransform.pivot + padding;
Vector2 maxClamp = ((canvasRectTransform.rect.size) - (rectTransform.sizeDelta * oneMinusPivot + padding)) * localScale;
float clampX = Mathf.Clamp(clampedPos.x, minClamp.x, maxClamp.x);
float clampY = Mathf.Clamp(clampedPos.y, minClamp.y, maxClamp.y);
return new Vector2(clampX, clampY);
}
/// <summary>
/// Sets a parent for src while maintaining position, rotation, and scale of src.
/// </summary>
/// <param name="parent">Transform to become a child of.</param>
public static void SetParentAndKeepTransform(this Transform src, Transform parent)
{
Vector3 pos = src.position;
Quaternion rot = src.rotation;
Vector3 scale = src.localScale;
src.SetParent(parent);
src.position = pos;
src.rotation = rot;
src.localScale = scale;
}
/// <summary>
/// Destroys all children under the specified transform.
/// </summary>
public static void DestroyChildren(this Transform t, bool destroyImmediately = false)
{
//If destroying immediately then the iteration needs to occur only on the top-most children.
if (destroyImmediately)
{
List<Transform> children = CollectionCaches<Transform>.RetrieveList();
int childCount = t.childCount;
for (int i = 0; i < childCount; i++)
children.Add(t.GetChild(i));
foreach (Transform child in children)
UnityEngine.Object.DestroyImmediate(child);
CollectionCaches<Transform>.Store(children);
}
//Iterate using Unitys enumerator.
else
{
foreach (Transform child in t)
UnityEngine.Object.Destroy(child.gameObject);
}
}
/// <summary>
/// Destroys all children of a type under the specified transform.
/// </summary>
public static void DestroyChildren<T>(this Transform t, bool destroyImmediately = false) where T : MonoBehaviour
{
T[] children = t.GetComponentsInChildren<T>();
foreach (T child in children)
{
if (destroyImmediately)
MonoBehaviour.DestroyImmediate(child.gameObject);
else
UnityEngine.Object.Destroy(child.gameObject);
}
}
/// <summary>
/// Gets components in children and optionally parent.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="results"></param>
/// <param name="parent"></param>
/// <param name="includeParent"></param>
/// <param name="includeInactive"></param>
public static void GetComponentsInChildren<T>(this Transform parent, List<T> results, bool includeParent = true, bool includeInactive = false) where T : Component
{
if (!includeParent)
{
List<T> current = CollectionCaches<T>.RetrieveList();
for (int i = 0; i < parent.childCount; i++)
{
parent.GetChild(i).GetComponentsInChildren(includeInactive, current);
results.AddRange(current);
}
CollectionCaches<T>.Store(current);
}
else
{
parent.GetComponentsInChildren(includeInactive, results);
}
}
/// <summary>
/// Returns the position of this transform.
/// </summary>
public static Vector3 GetPosition(this Transform t, bool localSpace)
{
return (localSpace) ? t.localPosition : t.position;
}
/// <summary>
/// Returns the rotation of this transform.
/// </summary>
public static Quaternion GetRotation(this Transform t, bool localSpace)
{
return (localSpace) ? t.localRotation : t.rotation;
}
/// <summary>
/// Returns the scale of this transform.
/// </summary>
public static Vector3 GetScale(this Transform t)
{
return t.localScale;
}
/// <summary>
/// Sets the position of this transform.
/// </summary>
/// <param name="t"></param>
/// <param name="localSpace"></param>
public static void SetPosition(this Transform t, bool localSpace, Vector3 pos)
{
if (localSpace)
t.localPosition = pos;
else
t.position = pos;
}
/// <summary>
/// Sets the position of this transform.
/// </summary>
/// <param name="t"></param>
/// <param name="localSpace"></param>
public static void SetRotation(this Transform t, bool localSpace, Quaternion rot)
{
if (localSpace)
t.localRotation = rot;
else
t.rotation = rot;
}
/// <summary>
/// Sets the position of this transform.
/// </summary>
/// <param name="t"></param>
/// <param name="localSpace"></param>
public static void SetScale(this Transform t, Vector3 scale)
{
t.localScale = scale;
}
}
}