mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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246 lines
8.6 KiB
C#
246 lines
8.6 KiB
C#
// ----------------------------------------------------------------------------
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// <copyright file="Extensions.cs" company="Exit Games GmbH">
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// PhotonNetwork Framework for Unity - Copyright (C) 2011 Exit Games GmbH
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// </copyright>
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// <summary>
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// Provides some helpful methods and extensions for Hashtables, etc.
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// </summary>
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// <author>developer@exitgames.com</author>
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// ----------------------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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using SupportClassPun = ExitGames.Client.Photon.SupportClass;
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/// <summary>
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/// This static class defines some useful extension methods for several existing classes (e.g. Vector3, float and others).
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/// </summary>
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public static class Extensions
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{
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public static Dictionary<MethodInfo, ParameterInfo[]> ParametersOfMethods = new Dictionary<MethodInfo, ParameterInfo[]>();
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public static ParameterInfo[] GetCachedParemeters(this MethodInfo mo)
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{
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ParameterInfo[] result;
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bool cached= ParametersOfMethods.TryGetValue(mo, out result);
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if (!cached)
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{
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result = mo.GetParameters();
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ParametersOfMethods[mo] = result;
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}
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return result;
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}
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public static PhotonView[] GetPhotonViewsInChildren(this UnityEngine.GameObject go)
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{
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return go.GetComponentsInChildren<PhotonView>(true) as PhotonView[];
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}
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public static PhotonView GetPhotonView(this UnityEngine.GameObject go)
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{
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return go.GetComponent<PhotonView>() as PhotonView;
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}
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/// <summary>compares the squared magnitude of target - second to given float value</summary>
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public static bool AlmostEquals(this Vector3 target, Vector3 second, float sqrMagnitudePrecision)
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{
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return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
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}
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/// <summary>compares the squared magnitude of target - second to given float value</summary>
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public static bool AlmostEquals(this Vector2 target, Vector2 second, float sqrMagnitudePrecision)
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{
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return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
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}
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/// <summary>compares the angle between target and second to given float value</summary>
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public static bool AlmostEquals(this Quaternion target, Quaternion second, float maxAngle)
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{
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return Quaternion.Angle(target, second) < maxAngle;
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}
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/// <summary>compares two floats and returns true of their difference is less than floatDiff</summary>
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public static bool AlmostEquals(this float target, float second, float floatDiff)
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{
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return Mathf.Abs(target - second) < floatDiff;
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}
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/// <summary>
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/// Merges all keys from addHash into the target. Adds new keys and updates the values of existing keys in target.
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/// </summary>
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/// <param name="target">The IDictionary to update.</param>
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/// <param name="addHash">The IDictionary containing data to merge into target.</param>
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public static void Merge(this IDictionary target, IDictionary addHash)
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{
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if (addHash == null || target.Equals(addHash))
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{
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return;
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}
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foreach (object key in addHash.Keys)
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{
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target[key] = addHash[key];
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}
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}
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/// <summary>
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/// Merges keys of type string to target Hashtable.
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/// </summary>
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/// <remarks>
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/// Does not remove keys from target (so non-string keys CAN be in target if they were before).
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/// </remarks>
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/// <param name="target">The target IDicitionary passed in plus all string-typed keys from the addHash.</param>
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/// <param name="addHash">A IDictionary that should be merged partly into target to update it.</param>
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public static void MergeStringKeys(this IDictionary target, IDictionary addHash)
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{
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if (addHash == null || target.Equals(addHash))
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{
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return;
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}
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foreach (object key in addHash.Keys)
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{
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// only merge keys of type string
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if (key is string)
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{
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target[key] = addHash[key];
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}
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}
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}
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/// <summary>Helper method for debugging of IDictionary content, inlcuding type-information. Using this is not performant.</summary>
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/// <remarks>Should only be used for debugging as necessary.</remarks>
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/// <param name="origin">Some Dictionary or Hashtable.</param>
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/// <returns>String of the content of the IDictionary.</returns>
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public static string ToStringFull(this IDictionary origin)
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{
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return SupportClassPun.DictionaryToString(origin, false);
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}
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/// <summary>Helper method for debugging of object[] content. Using this is not performant.</summary>
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/// <remarks>Should only be used for debugging as necessary.</remarks>
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/// <param name="data">Any object[].</param>
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/// <returns>A comma-separated string containing each value's ToString().</returns>
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public static string ToStringFull(this object[] data)
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{
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if (data == null) return "null";
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string[] sb = new string[data.Length];
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for (int i = 0; i < data.Length; i++)
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{
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object o = data[i];
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sb[i] = (o != null) ? o.ToString() : "null";
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}
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return string.Join(", ", sb);
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}
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/// <summary>
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/// This method copies all string-typed keys of the original into a new Hashtable.
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/// </summary>
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/// <remarks>
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/// Does not recurse (!) into hashes that might be values in the root-hash.
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/// This does not modify the original.
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/// </remarks>
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/// <param name="original">The original IDictonary to get string-typed keys from.</param>
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/// <returns>New Hashtable containing only string-typed keys of the original.</returns>
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public static Hashtable StripToStringKeys(this IDictionary original)
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{
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Hashtable target = new Hashtable();
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if (original != null)
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{
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foreach (object key in original.Keys)
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{
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if (key is string)
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{
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target[key] = original[key];
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}
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}
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}
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return target;
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}
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/// <summary>
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/// This removes all key-value pairs that have a null-reference as value.
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/// Photon properties are removed by setting their value to null.
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/// Changes the original passed IDictionary!
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/// </summary>
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/// <param name="original">The IDictionary to strip of keys with null-values.</param>
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public static void StripKeysWithNullValues(this IDictionary original)
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{
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object[] keys = new object[original.Count];
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//original.Keys.CopyTo(keys, 0); // todo: figure out which platform didn't support this
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int i = 0;
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foreach (object k in original.Keys)
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{
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keys[i++] = k;
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}
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for (int index = 0; index < keys.Length; index++)
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{
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var key = keys[index];
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if (original[key] == null)
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{
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original.Remove(key);
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}
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}
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}
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/// <summary>
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/// Checks if a particular integer value is in an int-array.
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/// </summary>
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/// <remarks>This might be useful to look up if a particular actorNumber is in the list of players of a room.</remarks>
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/// <param name="target">The array of ints to check.</param>
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/// <param name="nr">The number to lookup in target.</param>
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/// <returns>True if nr was found in target.</returns>
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public static bool Contains(this int[] target, int nr)
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{
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if (target == null)
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{
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return false;
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}
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for (int index = 0; index < target.Length; index++)
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{
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if (target[index] == nr)
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{
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return true;
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}
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}
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return false;
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}
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}
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/// <summary>Small number of extension methods that make it easier for PUN to work cross-Unity-versions.</summary>
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public static class GameObjectExtensions
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{
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/// <summary>Unity-version-independent replacement for active GO property.</summary>
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/// <returns>Unity 3.5: active. Any newer Unity: activeInHierarchy.</returns>
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public static bool GetActive(this GameObject target)
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{
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#if UNITY_3_5
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return target.active;
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#else
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return target.activeInHierarchy;
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#endif
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}
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#if UNITY_3_5
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/// <summary>Unity-version-independent setter for active and SetActive().</summary>
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public static void SetActive(this GameObject target, bool value)
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{
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target.active = value;
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}
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#endif
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}
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