rabidus-test/Assets/Dreamteck/Utilities/ArrayUtility.cs

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2023-07-24 16:38:13 +03:00
namespace Dreamteck
{
using System;
public static class ArrayUtility
{
public static void Add<T>(ref T[] array, T item)
{
T[] newArray = new T[array.Length + 1];
array.CopyTo(newArray, 0);
newArray[newArray.Length - 1] = item;
array = newArray;
}
public static bool Contains<T>(T[] array, T item)
{
for (int i = 0; i < array.Length; i++)
{
if (array[i].Equals(item)) return true;
}
return false;
}
public static int IndexOf<T>(T[] array, T value)
{
for (int i = 0; i < array.Length; i++)
{
if (array[i].Equals(value)) return i;
}
return 0;
}
public static void Insert<T>(ref T[] array, int index, T item)
{
T[] newArray = new T[array.Length + 1];
for (int i = 0; i < newArray.Length; i++)
{
if (i < index) newArray[i] = array[i];
else if (i > index) newArray[i] = array[i - 1];
else newArray[i] = item;
}
array = newArray;
}
public static void RemoveAt<T>(ref T[] array, int index)
{
if (array.Length == 0) return;
T[] newArray = new T[array.Length - 1];
for (int i = 0; i < array.Length; i++)
{
if (i < index) newArray[i] = array[i];
else if (i > index) newArray[i-1] = array[i];
}
array = newArray;
}
public static void ForEach<T>(this T[] source, Action<T> onLoop)
{
foreach (var item in source)
{
onLoop(item);
}
}
public static void SetLength<T>(ref T[] source, int newCount)
{
T[] newArray = new T[newCount];
for (int i = 0; i < UnityEngine.Mathf.Min(newCount, source.Length); i++)
{
newArray[i] = source[i];
}
source = newArray;
}
}
}