rabidus-test/Assets/CurvedUI/Scripts/CurvedUIExtensionMethods.cs

150 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace CurvedUI{
public static class CurvedUIExtensionMethods
{
/// <summary>
///Direct Vector3 comparison can produce wrong results sometimes due to float inacuracies.
///This is an aproximate comparison.
/// <returns></returns>
public static bool AlmostEqual(this Vector3 a, Vector3 b, double accuracy = 0.01)
{
return Vector3.SqrMagnitude(a - b) < accuracy;
}
public static float Remap(this float value, float from1, float to1, float from2, float to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
public static float RemapAndClamp(this float value, float from1, float to1, float from2, float to2)
{
return value.Remap(from1, to1, from2, to2).Clamp(from2, to2);
}
public static float Remap(this int value, float from1, float to1, float from2, float to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
public static double Remap(this double value, double from1, double to1, double from2, double to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
public static float Clamp(this float value, float min, float max)
{
return Mathf.Clamp(value, min, max);
}
public static float Clamp(this int value, int min, int max)
{
return Mathf.Clamp(value, min, max);
}
public static int Abs(this int value)
{
return Mathf.Abs(value);
}
public static float Abs(this float value)
{
return Mathf.Abs(value);
}
/// <summary>
/// Returns value rounded to nearest integer (both up and down).
/// </summary>
/// <returns>The int.</returns>
/// <param name="value">Value.</param>
public static int ToInt(this float value)
{
return Mathf.RoundToInt(value);
}
public static int FloorToInt(this float value)
{
return Mathf.FloorToInt(value);
}
public static int CeilToInt(this float value)
{
return Mathf.FloorToInt(value);
}
public static Vector3 ModifyX(this Vector3 trans, float newVal)
{
trans = new Vector3(newVal, trans.y, trans.z);
return trans;
}
public static Vector3 ModifyY(this Vector3 trans, float newVal)
{
trans = new Vector3(trans.x, newVal, trans.z);
return trans;
}
public static Vector3 ModifyZ(this Vector3 trans, float newVal)
{
trans = new Vector3(trans.x, trans.y, newVal);
return trans;
}
public static Vector2 ModifyVectorX(this Vector2 trans, float newVal)
{
trans = new Vector3(newVal, trans.y);
return trans;
}
public static Vector2 ModifyVectorY(this Vector2 trans, float newVal)
{
trans = new Vector3(trans.x, newVal);
return trans;
}
/// <summary>
/// Resets transform's local position, rotation and scale
/// </summary>
/// <param name="trans">Trans.</param>
public static void ResetTransform(this Transform trans)
{
trans.localPosition = Vector3.zero;
trans.localRotation = Quaternion.identity;
trans.localScale = Vector3.one;
}
public static T AddComponentIfMissing<T>(this GameObject go) where T : Component
{
if (go.GetComponent<T>() == null)
{
return go.AddComponent<T>();
}
else return go.GetComponent<T>();
}
/// <summary>
/// Checks if given component is preset and if not, adds it and returns it.
/// </summary>
public static T AddComponentIfMissing<T>(this Component go) where T : Component
{
return go.gameObject.AddComponentIfMissing<T>();
}
}
}