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