Unity 常用扩展方法,持续更新中

这里总结了一些提高开发效率的扩展方法,放到一个类里了,可以直接拿取用,会持续更新着,也欢迎大家留言一些有用的扩展方法,大家一起维护,我更新到这个类里

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;

/// <summary>
/// 常用的扩展方法
/// </summary>
public static class MethodExtend
{
    #region Vector
    public static string ToFullString(this Vector2 v2)
    {
        return string.Format("[{0}, {1}]", v2.x, v2.y);
    }
    public static string ToFullString(this Vector3 v3)
    {
        return string.Format("[{0}, {1}, {2}]", v3.x, v3.y, v3.z);
    }
    #endregion Vector

    #region GameObject
    /// <summary>
    /// EventTrigger,对应拖拽、点击、鼠标在物体上等回调,用起来比较方便,
    /// 注意:场景中要有EventSystem,如果是3D物体,则还需要给Camera加上Physics Raycaster组件
    /// </summary>
    public static void AddEventTrigger(this GameObject obj, EventTriggerType eventType, UnityAction<BaseEventData> callback)
    {
        EventTrigger.Entry entry = new EventTrigger.Entry();
        entry.eventID = eventType;
        entry.callback.AddListener(callback);
        EventTrigger trigger = obj.GetComponent<EventTrigger>();
        if (trigger == null)
        {
            trigger = obj.AddComponent<EventTrigger>();
        }
        trigger.triggers.Add(entry);
    }
    #endregion GameObject

    #region Transform
    public static void SetLocalPosition(this Transform transform, float x, float y, float z)
    {
        Vector3 pos = transform.localPosition;
        pos.Set(x, y, z);
        transform.localPosition = pos;
    }
    public static void SetPosition(this Transform transform, float x, float y, float z)
    {
        Vector3 pos = transform.position;
        pos.Set(x, y, z);
        transform.position = pos;
    }
    #endregion Transform

    #region MonoBehaviour
    /// <summary>
    /// 等待几秒执行callback
    /// </summary>
    public static Coroutine Wait(this MonoBehaviour behaviour, float time, UnityAction callback)
    {
        return behaviour.StartCoroutine(Wait(time, callback));
    }
    /// <summary>
    /// 循环执行,直到callback返回true,结束循环
    /// </summary>
    public static Coroutine Until(this MonoBehaviour behaviour, System.Func<bool> callback)
    {
        return behaviour.StartCoroutine(Until(callback));
    }

    private static IEnumerator Wait(float time, UnityAction callback)
    {
        yield return new WaitForSeconds(time);
        callback?.Invoke();
    }
    private static IEnumerator Until(System.Func<bool> callback)
    {
        if (callback != null)
        {
            yield return new WaitUntil(callback);
        }
    }
    #endregion MonoBehaviour
}

  

posted on 2022-08-03 16:28  Jason_c  阅读(248)  评论(0编辑  收藏  举报