com.unity.uiextensions.nosa.../Runtime/Scripts/Utilities/ExtensionMethods.cs

56 lines
1.8 KiB
C#

using System;
namespace UnityEngine.UI.Extensions
{
public static class ExtensionMethods
{
public static T GetOrAddComponent<T>(this GameObject child) where T : Component
{
T result = child.GetComponent<T>();
if (result == null)
{
result = child.AddComponent<T>();
}
return result;
}
public static bool IsPrefab(this GameObject gameObject)
{
if (gameObject == null)
{
throw new ArgumentNullException(nameof(gameObject));
}
return
!gameObject.scene.IsValid() &&
!gameObject.scene.isLoaded &&
gameObject.GetInstanceID() >= 0 &&
// I noticed that ones with IDs under 0 were objects I didn't recognize
!gameObject.hideFlags.HasFlag(HideFlags.HideInHierarchy);
// I don't care about GameObjects *inside* prefabs, just the overall prefab.
}
/// <summary>
/// Generic clamp method to limt a value between a range of values
/// </summary>
/// <typeparam name="T"><see cref="IComparable"/> data type</typeparam>
/// <param name="value">Value to clamp</param>
/// <param name="min">Minimum value</param>
/// <param name="max">Maximum value</param>
/// <returns></returns>
public static T Clamp<T>(this T value, T min, T max) where T : IComparable<T>
{
if (value.CompareTo(min) < 0)
{
value = min;
}
if (value.CompareTo(max) > 0)
{
value = max;
}
return value;
}
}
}