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MiscUtils.cs
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125 lines (110 loc) · 4.65 KB
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using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Miscellaneous utility functions for component management, layer handling, hashing, and string checks.
* Includes support for AnimationClip to PlayableGraph conversion and enumerable iteration shortcuts.
*
* ============= Usage =============
* var mc = gameObject.GetOrAddComponent<MyComponent>();
* gameObject.SetLayerRecursively(targetLayer);
* if (layer.IsInLayerMask(mask)) { ... }
* if (string.ContainsAny("check", "a", "b", "c")) { ... }
* myList.Each(item => Debug.Log(item));
* var graph = myClip.CreatePlayableGraph(targetObject);
*/
namespace PiDev
{
public static partial class Utils
{
public static T GetOrAddComponent<T>(this GameObject o) where T : Component
{
T x = o.GetComponent<T>();
if (x != null) return x;
return o.AddComponent<T>();
}
public static bool IsInLayerMask(this int layer, LayerMask layermask)
{
return layermask == (layermask | (1 << layer));
}
public static void SetLayerRecursively(this GameObject obj, int layer, int maxLevels = 100)
{
SetLayerRecursivelyInternal(obj, layer, maxLevels, 0);
}
private static void SetLayerRecursivelyInternal(GameObject obj, int layer, int maxLevels, int currentLevel)
{
if (currentLevel > maxLevels) return;
obj.layer = layer;
foreach (Transform child in obj.transform)
{
SetLayerRecursivelyInternal(child.gameObject, layer, maxLevels, currentLevel + 1);
}
}
public static void Swap<T>(ref T a, ref T b) where T : class
{
T c = a;
a = b;
b = c;
}
public static PlayableGraph CreatePlayableGraph(this AnimationClip clip, GameObject target, DirectorUpdateMode updateMode = DirectorUpdateMode.GameTime)
{
PlayableGraph playableGraph = PlayableGraph.Create("Graph-" + clip.name);
playableGraph.SetTimeUpdateMode(updateMode);
var playableOutput = AnimationPlayableOutput.Create(playableGraph, clip.name, target.GetComponent<Animator>());
var clipPlayable = AnimationClipPlayable.Create(playableGraph, clip);
playableOutput.SetSourcePlayable(clipPlayable);
return playableGraph;
}
public static int Hash32i(string source)
{
const int MULTIPLIER = 36;
int h = 0;
for (int i = 0; i < source.Length; ++i)
h = MULTIPLIER * h + source[i];
return h;
}
public static void Each<T>(this IEnumerable<T> source, Action<T> action)
{
foreach (T item in source)
action(item);
}
public static bool ContainsAny(this string input, params string[] stringsToCheck)
{
if (string.IsNullOrEmpty(input))
return false;
foreach (var value in stringsToCheck)
{
if (string.IsNullOrEmpty(value))
continue;
if (input.Contains(value))
return true;
}
return false;
}
}
}