PO/Library/PackageCache/com.unity.2d.animation@5.0.7/IK/Runtime/IKUtility.cs

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using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.U2D.IK
{
/// <summary>
/// General utilities for 2D IK.
/// </summary>
[MovedFrom("UnityEngine.Experimental.U2D.IK")]
public class IKUtility
{
/// <summary>
/// Check if a Unity Transform is a descendent of another Unity Transform.
/// </summary>
/// <param name="transform">Unity Transform to check.</param>
/// <param name="ancestor">Unity Transform ancestor.</param>
/// <returns>Returns true if the Unity Transform is a descendent. False otherwise.</returns>
public static bool IsDescendentOf(Transform transform, Transform ancestor)
{
Debug.Assert(transform != null, "Transform is null");
Transform currentParent = transform.parent;
while (currentParent)
{
if (currentParent == ancestor)
return true;
currentParent = currentParent.parent;
}
return false;
}
/// <summary>
/// Gets the hierarchy depth of a Unity Transform.
/// </summary>
/// <param name="transform">Unity Transform to check.</param>
/// <returns>Integer value for hierarchy depth.</returns>
public static int GetAncestorCount(Transform transform)
{
Debug.Assert(transform != null, "Transform is null");
int ancestorCount = 0;
while (transform.parent)
{
++ancestorCount;
transform = transform.parent;
}
return ancestorCount;
}
/// <summary>
/// Gets the maximum chain count for a IKChain2D.
/// </summary>
/// <param name="chain">IKChain2D to query.</param>
/// <returns>Integer value for the maximum chain count.</returns>
public static int GetMaxChainCount(IKChain2D chain)
{
int maxChainCount = 0;
if (chain.effector)
maxChainCount = GetAncestorCount(chain.effector) + 1;
return maxChainCount;
}
}
}