736 lines
18 KiB
C#
736 lines
18 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Utility functions used in several places
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//
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//=============================================================================
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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public static class Util
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{
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public const float FeetToMeters = 0.3048f;
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public const float FeetToCentimeters = 30.48f;
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public const float InchesToMeters = 0.0254f;
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public const float InchesToCentimeters = 2.54f;
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public const float MetersToFeet = 3.28084f;
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public const float MetersToInches = 39.3701f;
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public const float CentimetersToFeet = 0.0328084f;
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public const float CentimetersToInches = 0.393701f;
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public const float KilometersToMiles = 0.621371f;
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public const float MilesToKilometers = 1.60934f;
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//-------------------------------------------------
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// Remap num from range 1 to range 2
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//-------------------------------------------------
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public static float RemapNumber( float num, float low1, float high1, float low2, float high2 )
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{
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return low2 + ( num - low1 ) * ( high2 - low2 ) / ( high1 - low1 );
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}
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//-------------------------------------------------
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public static float RemapNumberClamped( float num, float low1, float high1, float low2, float high2 )
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{
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return Mathf.Clamp( RemapNumber( num, low1, high1, low2, high2 ), Mathf.Min( low2, high2 ), Mathf.Max( low2, high2 ) );
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}
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//-------------------------------------------------
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public static float Approach( float target, float value, float speed )
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{
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float delta = target - value;
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if ( delta > speed )
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value += speed;
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else if ( delta < -speed )
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value -= speed;
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else
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value = target;
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return value;
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}
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//-------------------------------------------------
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public static Vector3 BezierInterpolate3( Vector3 p0, Vector3 c0, Vector3 p1, float t )
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{
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Vector3 p0c0 = Vector3.Lerp( p0, c0, t );
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Vector3 c0p1 = Vector3.Lerp( c0, p1, t );
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return Vector3.Lerp( p0c0, c0p1, t );
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}
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//-------------------------------------------------
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public static Vector3 BezierInterpolate4( Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1, float t )
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{
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Vector3 p0c0 = Vector3.Lerp( p0, c0, t );
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Vector3 c0c1 = Vector3.Lerp( c0, c1, t );
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Vector3 c1p1 = Vector3.Lerp( c1, p1, t );
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Vector3 x = Vector3.Lerp( p0c0, c0c1, t );
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Vector3 y = Vector3.Lerp( c0c1, c1p1, t );
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//Debug.DrawRay(p0, Vector3.forward);
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//Debug.DrawRay(c0, Vector3.forward);
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//Debug.DrawRay(c1, Vector3.forward);
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//Debug.DrawRay(p1, Vector3.forward);
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//Gizmos.DrawSphere(p0c0, 0.5F);
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//Gizmos.DrawSphere(c0c1, 0.5F);
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//Gizmos.DrawSphere(c1p1, 0.5F);
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//Gizmos.DrawSphere(x, 0.5F);
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//Gizmos.DrawSphere(y, 0.5F);
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return Vector3.Lerp( x, y, t );
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}
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//-------------------------------------------------
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public static Vector3 Vector3FromString( string szString )
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{
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string[] szParseString = szString.Substring( 1, szString.Length - 1 ).Split( ',' );
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float x = float.Parse( szParseString[0] );
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float y = float.Parse( szParseString[1] );
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float z = float.Parse( szParseString[2] );
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Vector3 vReturn = new Vector3( x, y, z );
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return vReturn;
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}
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//-------------------------------------------------
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public static Vector2 Vector2FromString( string szString )
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{
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string[] szParseString = szString.Substring( 1, szString.Length - 1 ).Split( ',' );
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float x = float.Parse( szParseString[0] );
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float y = float.Parse( szParseString[1] );
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Vector3 vReturn = new Vector2( x, y );
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return vReturn;
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}
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//-------------------------------------------------
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public static float Normalize( float value, float min, float max )
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{
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float normalizedValue = ( value - min ) / ( max - min );
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return normalizedValue;
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}
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//-------------------------------------------------
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public static Vector3 Vector2AsVector3( Vector2 v )
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{
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return new Vector3( v.x, 0.0f, v.y );
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}
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//-------------------------------------------------
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public static Vector2 Vector3AsVector2( Vector3 v )
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{
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return new Vector2( v.x, v.z );
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}
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//-------------------------------------------------
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public static float AngleOf( Vector2 v )
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{
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float fDist = v.magnitude;
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if ( v.y >= 0.0f )
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{
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return Mathf.Acos( v.x / fDist );
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}
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else
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{
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return Mathf.Acos( -v.x / fDist ) + Mathf.PI;
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}
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}
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//-------------------------------------------------
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public static float YawOf( Vector3 v )
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{
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float fDist = v.magnitude;
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if ( v.z >= 0.0f )
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{
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return Mathf.Acos( v.x / fDist );
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}
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else
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{
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return Mathf.Acos( -v.x / fDist ) + Mathf.PI;
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}
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}
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//-------------------------------------------------
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public static void Swap<T>( ref T lhs, ref T rhs )
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{
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T temp = lhs;
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lhs = rhs;
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rhs = temp;
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}
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//-------------------------------------------------
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public static void Shuffle<T>( T[] array )
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{
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for ( int i = array.Length - 1; i > 0; i-- )
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{
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int r = UnityEngine.Random.Range( 0, i );
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Swap( ref array[i], ref array[r] );
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}
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}
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//-------------------------------------------------
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public static void Shuffle<T>( List<T> list )
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{
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for ( int i = list.Count - 1; i > 0; i-- )
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{
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int r = UnityEngine.Random.Range( 0, i );
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T temp = list[i];
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list[i] = list[r];
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list[r] = temp;
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}
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}
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//-------------------------------------------------
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public static int RandomWithLookback( int min, int max, List<int> history, int historyCount )
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{
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int index = UnityEngine.Random.Range( min, max - history.Count );
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for ( int i = 0; i < history.Count; i++ )
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{
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if ( index >= history[i] )
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{
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index++;
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}
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}
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history.Add( index );
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if ( history.Count > historyCount )
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{
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history.RemoveRange( 0, history.Count - historyCount );
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}
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return index;
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}
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//-------------------------------------------------
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public static Transform FindChild( Transform parent, string name )
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{
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if ( parent.name == name )
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return parent;
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foreach ( Transform child in parent )
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{
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var found = FindChild( child, name );
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if ( found != null )
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return found;
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}
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return null;
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}
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//-------------------------------------------------
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public static bool IsNullOrEmpty<T>( T[] array )
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{
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if ( array == null )
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return true;
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if ( array.Length == 0 )
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return true;
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return false;
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}
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//-------------------------------------------------
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public static bool IsValidIndex<T>( T[] array, int i )
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{
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if ( array == null )
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return false;
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return ( i >= 0 ) && ( i < array.Length );
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}
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//-------------------------------------------------
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public static bool IsValidIndex<T>( List<T> list, int i )
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{
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if ( list == null || list.Count == 0 )
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return false;
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return ( i >= 0 ) && ( i < list.Count );
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}
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//-------------------------------------------------
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public static int FindOrAdd<T>( List<T> list, T item )
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{
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int index = list.IndexOf( item );
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if ( index == -1 )
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{
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list.Add( item );
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index = list.Count - 1;
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}
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return index;
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}
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//-------------------------------------------------
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public static List<T> FindAndRemove<T>( List<T> list, System.Predicate<T> match )
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{
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List<T> retVal = list.FindAll( match );
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list.RemoveAll( match );
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return retVal;
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}
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//-------------------------------------------------
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public static T FindOrAddComponent<T>( GameObject gameObject ) where T : Component
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{
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T component = gameObject.GetComponent<T>();
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if ( component )
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return component;
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return gameObject.AddComponent<T>();
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}
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//-------------------------------------------------
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public static void FastRemove<T>( List<T> list, int index )
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{
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list[index] = list[list.Count - 1];
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list.RemoveAt( list.Count - 1 );
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}
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//-------------------------------------------------
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public static void ReplaceGameObject<T, U>( T replace, U replaceWith )
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where T : MonoBehaviour
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where U : MonoBehaviour
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{
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replace.gameObject.SetActive( false );
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replaceWith.gameObject.SetActive( true );
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}
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//-------------------------------------------------
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public static void SwitchLayerRecursively( Transform transform, int fromLayer, int toLayer )
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{
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if ( transform.gameObject.layer == fromLayer )
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transform.gameObject.layer = toLayer;
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int childCount = transform.childCount;
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for ( int i = 0; i < childCount; i++ )
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{
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SwitchLayerRecursively( transform.GetChild( i ), fromLayer, toLayer );
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}
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}
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//-------------------------------------------------
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public static void DrawCross( Vector3 origin, Color crossColor, float size )
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{
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Vector3 line1Start = origin + ( Vector3.right * size );
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Vector3 line1End = origin - ( Vector3.right * size );
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Debug.DrawLine( line1Start, line1End, crossColor );
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Vector3 line2Start = origin + ( Vector3.up * size );
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Vector3 line2End = origin - ( Vector3.up * size );
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Debug.DrawLine( line2Start, line2End, crossColor );
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Vector3 line3Start = origin + ( Vector3.forward * size );
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Vector3 line3End = origin - ( Vector3.forward * size );
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Debug.DrawLine( line3Start, line3End, crossColor );
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}
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//-------------------------------------------------
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public static void ResetTransform( Transform t, bool resetScale = true )
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{
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t.localPosition = Vector3.zero;
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t.localRotation = Quaternion.identity;
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if ( resetScale )
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{
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t.localScale = new Vector3( 1f, 1f, 1f );
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}
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}
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//-------------------------------------------------
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public static Vector3 ClosestPointOnLine( Vector3 vA, Vector3 vB, Vector3 vPoint )
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{
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var vVector1 = vPoint - vA;
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var vVector2 = ( vB - vA ).normalized;
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var d = Vector3.Distance( vA, vB );
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var t = Vector3.Dot( vVector2, vVector1 );
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if ( t <= 0 )
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return vA;
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if ( t >= d )
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return vB;
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var vVector3 = vVector2 * t;
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var vClosestPoint = vA + vVector3;
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return vClosestPoint;
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}
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//-------------------------------------------------
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public static void AfterTimer( GameObject go, float _time, System.Action callback, bool trigger_if_destroyed_early = false )
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{
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AfterTimer_Component afterTimer_component = go.AddComponent<AfterTimer_Component>();
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afterTimer_component.Init( _time, callback, trigger_if_destroyed_early );
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}
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//-------------------------------------------------
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public static void SendPhysicsMessage( Collider collider, string message, SendMessageOptions sendMessageOptions )
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{
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Rigidbody rb = collider.attachedRigidbody;
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if ( rb && rb.gameObject != collider.gameObject )
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{
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rb.SendMessage( message, sendMessageOptions );
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}
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collider.SendMessage( message, sendMessageOptions );
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}
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//-------------------------------------------------
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public static void SendPhysicsMessage( Collider collider, string message, object arg, SendMessageOptions sendMessageOptions )
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{
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Rigidbody rb = collider.attachedRigidbody;
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if ( rb && rb.gameObject != collider.gameObject )
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{
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rb.SendMessage( message, arg, sendMessageOptions );
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}
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collider.SendMessage( message, arg, sendMessageOptions );
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}
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//-------------------------------------------------
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public static void IgnoreCollisions( GameObject goA, GameObject goB )
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{
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Collider[] goA_colliders = goA.GetComponentsInChildren<Collider>();
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Collider[] goB_colliders = goB.GetComponentsInChildren<Collider>();
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if ( goA_colliders.Length == 0 || goB_colliders.Length == 0 )
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{
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return;
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}
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foreach ( Collider cA in goA_colliders )
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{
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foreach ( Collider cB in goB_colliders )
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{
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if ( cA.enabled && cB.enabled )
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{
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Physics.IgnoreCollision( cA, cB, true );
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}
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}
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}
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}
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//-------------------------------------------------
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public static IEnumerator WrapCoroutine( IEnumerator coroutine, System.Action onCoroutineFinished )
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{
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while ( coroutine.MoveNext() )
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{
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yield return coroutine.Current;
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}
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onCoroutineFinished();
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}
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//-------------------------------------------------
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public static Color ColorWithAlpha( this Color color, float alpha )
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{
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color.a = alpha;
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return color;
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}
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//-------------------------------------------------
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// Exits the application if running standalone, or stops playback if running in the editor.
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//-------------------------------------------------
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public static void Quit()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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// NOTE: The recommended call for exiting a Unity app is UnityEngine.Application.Quit(), but as
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// of 5.1.0f3 this was causing the application to crash. The following works without crashing:
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System.Diagnostics.Process.GetCurrentProcess().Kill();
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#endif
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}
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//-------------------------------------------------
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// Truncate floats to the specified # of decimal places when you want easier-to-read numbers without clamping to an int
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//-------------------------------------------------
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public static decimal FloatToDecimal( float value, int decimalPlaces = 2 )
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{
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return Math.Round( (decimal)value, decimalPlaces );
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}
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//-------------------------------------------------
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public static T Median<T>( this IEnumerable<T> source )
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{
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if ( source == null )
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{
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throw new ArgumentException( "Argument cannot be null.", "source" );
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}
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int count = source.Count();
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if ( count == 0 )
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{
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throw new InvalidOperationException( "Enumerable must contain at least one element." );
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}
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return source.OrderBy( x => x ).ElementAt( count / 2 );
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}
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//-------------------------------------------------
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public static void ForEach<T>( this IEnumerable<T> source, Action<T> action )
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{
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if ( source == null )
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{
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throw new ArgumentException( "Argument cannot be null.", "source" );
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}
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foreach ( T value in source )
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{
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action( value );
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}
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}
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//-------------------------------------------------
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// In some cases Unity/C# don't correctly interpret the newline control character (\n).
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// This function replaces every instance of "\\n" with the actual newline control character.
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//-------------------------------------------------
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public static string FixupNewlines( string text )
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{
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bool newLinesRemaining = true;
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while ( newLinesRemaining )
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{
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int CIndex = text.IndexOf( "\\n" );
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if ( CIndex == -1 )
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{
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newLinesRemaining = false;
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}
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else
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{
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text = text.Remove( CIndex - 1, 3 );
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text = text.Insert( CIndex - 1, "\n" );
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}
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}
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return text;
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}
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//-------------------------------------------------
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#if ( UNITY_5_4 )
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public static float PathLength( NavMeshPath path )
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#else
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public static float PathLength( UnityEngine.AI.NavMeshPath path )
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#endif
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{
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if ( path.corners.Length < 2 )
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return 0;
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Vector3 previousCorner = path.corners[0];
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float lengthSoFar = 0.0f;
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int i = 1;
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while ( i < path.corners.Length )
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{
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Vector3 currentCorner = path.corners[i];
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lengthSoFar += Vector3.Distance( previousCorner, currentCorner );
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previousCorner = currentCorner;
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i++;
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}
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return lengthSoFar;
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}
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//-------------------------------------------------
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public static bool HasCommandLineArgument( string argumentName )
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{
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string[] args = System.Environment.GetCommandLineArgs();
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for ( int i = 0; i < args.Length; i++ )
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{
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if ( args[i].Equals( argumentName ) )
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{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public static int GetCommandLineArgValue( string argumentName, int nDefaultValue )
|
|
{
|
|
string[] args = System.Environment.GetCommandLineArgs();
|
|
for ( int i = 0; i < args.Length; i++ )
|
|
{
|
|
if ( args[i].Equals( argumentName ) )
|
|
{
|
|
if ( i == ( args.Length - 1 ) ) // Last arg, return default
|
|
{
|
|
return nDefaultValue;
|
|
}
|
|
|
|
return System.Int32.Parse( args[i + 1] );
|
|
}
|
|
}
|
|
|
|
return nDefaultValue;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public static float GetCommandLineArgValue( string argumentName, float flDefaultValue )
|
|
{
|
|
string[] args = System.Environment.GetCommandLineArgs();
|
|
for ( int i = 0; i < args.Length; i++ )
|
|
{
|
|
if ( args[i].Equals( argumentName ) )
|
|
{
|
|
if ( i == ( args.Length - 1 ) ) // Last arg, return default
|
|
{
|
|
return flDefaultValue;
|
|
}
|
|
|
|
return (float)Double.Parse( args[i + 1] );
|
|
}
|
|
}
|
|
|
|
return flDefaultValue;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public static void SetActive( GameObject gameObject, bool active )
|
|
{
|
|
if ( gameObject != null )
|
|
{
|
|
gameObject.SetActive( active );
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
// The version of Path.Combine() included with Unity can only combine two paths.
|
|
// This version mimics the modern .NET version, which allows for any number of
|
|
// paths to be combined.
|
|
//-------------------------------------------------
|
|
public static string CombinePaths( params string[] paths )
|
|
{
|
|
if ( paths.Length == 0 )
|
|
{
|
|
return "";
|
|
}
|
|
else
|
|
{
|
|
string combinedPath = paths[0];
|
|
for ( int i = 1; i < paths.Length; i++ )
|
|
{
|
|
combinedPath = Path.Combine( combinedPath, paths[i] );
|
|
}
|
|
|
|
return combinedPath;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------
|
|
//Component used by the static AfterTimer function
|
|
//-------------------------------------------------------------------------
|
|
[System.Serializable]
|
|
public class AfterTimer_Component : MonoBehaviour
|
|
{
|
|
private System.Action callback;
|
|
private float triggerTime;
|
|
private bool timerActive = false;
|
|
private bool triggerOnEarlyDestroy = false;
|
|
|
|
//-------------------------------------------------
|
|
public void Init( float _time, System.Action _callback, bool earlydestroy )
|
|
{
|
|
triggerTime = _time;
|
|
callback = _callback;
|
|
triggerOnEarlyDestroy = earlydestroy;
|
|
timerActive = true;
|
|
StartCoroutine( Wait() );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private IEnumerator Wait()
|
|
{
|
|
yield return new WaitForSeconds( triggerTime );
|
|
timerActive = false;
|
|
callback.Invoke();
|
|
Destroy( this );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
void OnDestroy()
|
|
{
|
|
if ( timerActive )
|
|
{
|
|
//If the component or its GameObject get destroyed before the timer is complete, clean up
|
|
StopCoroutine( Wait() );
|
|
timerActive = false;
|
|
|
|
if ( triggerOnEarlyDestroy )
|
|
{
|
|
callback.Invoke();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|