SamsonGame/Assets/Sources/Lean/Common/Scripts/LeanHelper.cs

214 lines
5.7 KiB
C#

using System.Collections;
using UnityEngine.UI;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using EventSystem = UnityEngine.EventSystems.EventSystem;
namespace Lean.Common
{
/// <summary>This class contains useful methods used in almost all <b>LeanTouch</b> code.</summary>
public static class LeanHelper
{
public const string HelpUrlPrefix = "https://carloswilkes.github.io/Documentation/LeanCommon#";
public const string PlusHelpUrlPrefix = "https://carloswilkes.github.io/Documentation/LeanCommonPlus#";
public const string ComponentPathPrefix = "Lean/Common/Lean ";
#if UNITY_EDITOR
/// <summary>This method creates an empty GameObject prefab at the current asset folder</summary>
public static GameObject CreateAsset(string name)
{
var gameObject = new GameObject(name);
var path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (string.IsNullOrEmpty(path) == true)
{
path = "Assets";
}
path = AssetDatabase.GenerateUniqueAssetPath(path + "/" + name + ".prefab");
#if UNITY_2018_3_OR_NEWER
var prefab = PrefabUtility.SaveAsPrefabAsset(gameObject, path);
#else
var prefab = PrefabUtility.CreatePrefab(path, gameObject);
#endif
Object.DestroyImmediate(gameObject);
Selection.activeObject = prefab;
return prefab;
}
#endif
/// <summary>This method allows you to create a UI element with the specified component and specified parent, with behavior consistent with Unity's built-in UI element creation.</summary>
public static T CreateElement<T>(Transform parent)
where T : Component
{
var gameObject = new GameObject(typeof(T).Name);
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(gameObject, "Create " + typeof(T).Name);
#endif
var component = gameObject.AddComponent<T>();
// Auto attach to canvas?
if (parent == null || parent.GetComponentInParent<Canvas>() == null)
{
var canvas = Object.FindObjectOfType<Canvas>();
if (canvas == null)
{
canvas = new GameObject("Canvas", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster)).GetComponent<Canvas>();
canvas.gameObject.layer = LayerMask.NameToLayer("UI");
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Make event system?
if (EventSystem.current == null)
{
#if ENABLE_INPUT_SYSTEM
new GameObject("EventSystem", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule));
#else
new GameObject("EventSystem", typeof(EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule));
#endif
}
}
parent = canvas.transform;
}
gameObject.layer = parent.gameObject.layer;
component.transform.SetParent(parent, false);
return component;
}
/// <summary>This method gives you the time-independent 't' value for lerp when used for dampening. This returns 1 in edit mode, or if dampening is less than 0.</summary>
public static float GetDampenFactor(float damping, float elapsed)
{
if (damping < 0.0f)
{
return 1.0f;
}
#if UNITY_EDITOR
if (Application.isPlaying == false)
{
return 1.0f;
}
#endif
return 1.0f - Mathf.Exp(-damping * elapsed);
}
/// <summary>This method allows you to destroy the target object in game and in edit mode, and it returns null.</summary>
public static T Destroy<T>(T o)
where T : Object
{
if (o != null)
{
#if UNITY_EDITOR
if (Application.isPlaying == true)
{
Object.Destroy(o);
}
else
{
Object.DestroyImmediate(o);
}
#else
Object.Destroy(o);
#endif
}
return null;
}
// If currentCamera is null, this will return the camera attached to gameObject, or return Camera.main
public static Camera GetCamera(Camera currentCamera, GameObject gameObject = null)
{
if (currentCamera == null)
{
if (gameObject != null)
{
currentCamera = gameObject.GetComponent<Camera>();
}
if (currentCamera == null)
{
currentCamera = Camera.main;
}
}
return currentCamera;
}
#if UNITY_EDITOR
/// <summary>This method gives you the actual object behind a SerializedProperty given to you by a property drawer.</summary>
public static T GetObjectFromSerializedProperty<T>(object target, SerializedProperty property)
{
var tokens = property.propertyPath.Replace(".Array.data[", ".[").Split('.');
for (var i = 0; i < tokens.Length; i++)
{
var token = tokens[i];
var type = target.GetType();
if (target is IList)
{
var list = (IList)target;
var index = int.Parse(token.Substring(1, token.Length - 2));
target = list[index];
}
else
{
while (type != null)
{
var field = type.GetField(token, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic);
if (field != null)
{
target = field.GetValue(target);
break;
}
type = type.BaseType;
}
}
}
return (T)target;
}
#endif
public static Vector2 Hermite(Vector2 a, Vector2 b, Vector2 c, Vector2 d, float t)
{
var mu2 = t * t;
var mu3 = mu2 * t;
var x = HermiteInterpolate(a.x, b.x, c.x, d.x, t, mu2, mu3);
var y = HermiteInterpolate(a.y, b.y, c.y, d.y, t, mu2, mu3);
return new Vector2(x, y);
}
private static float HermiteInterpolate(float y0, float y1, float y2,float y3, float mu, float mu2, float mu3)
{
var m0 = (y1 - y0) * 0.5f + (y2 - y1) * 0.5f;
var m1 = (y2 - y1) * 0.5f + (y3 - y2) * 0.5f;
var a0 = 2.0f * mu3 - 3.0f * mu2 + 1.0f;
var a1 = mu3 - 2.0f * mu2 + mu;
var a2 = mu3 - mu2;
var a3 = -2.0f * mu3 + 3.0f * mu2;
return a0 * y1 + a1 * m0 + a2 * m1 + a3 * y2;
}
}
}