forked from Shardstone/trail-into-darkness
249 lines
12 KiB
C#
249 lines
12 KiB
C#
#nullable enable
|
|
|
|
using System.Runtime.InteropServices;
|
|
using UnityEngine;
|
|
using ZLinq.Traversables;
|
|
|
|
namespace ZLinq
|
|
{
|
|
public static class GameObjectTraverserExtensions
|
|
{
|
|
public static GameObjectTraverser AsTraverser(this GameObject origin) => new(origin);
|
|
|
|
// type inference helper
|
|
|
|
public static ValueEnumerable<Children<GameObjectTraverser, GameObject>, GameObject> Children(this GameObjectTraverser traverser) => traverser.Children<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<Children<GameObjectTraverser, GameObject>, GameObject> ChildrenAndSelf(this GameObjectTraverser traverser) => traverser.ChildrenAndSelf<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<Descendants<GameObjectTraverser, GameObject>, GameObject> Descendants(this GameObjectTraverser traverser) => traverser.Descendants<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<Descendants<GameObjectTraverser, GameObject>, GameObject> DescendantsAndSelf(this GameObjectTraverser traverser) => traverser.DescendantsAndSelf<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<Ancestors<GameObjectTraverser, GameObject>, GameObject> Ancestors(this GameObjectTraverser traverser) => traverser.Ancestors<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<Ancestors<GameObjectTraverser, GameObject>, GameObject> AncestorsAndSelf(this GameObjectTraverser traverser) => traverser.AncestorsAndSelf<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<BeforeSelf<GameObjectTraverser, GameObject>, GameObject> BeforeSelf(this GameObjectTraverser traverser) => traverser.BeforeSelf<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<BeforeSelf<GameObjectTraverser, GameObject>, GameObject> BeforeSelfAndSelf(this GameObjectTraverser traverser) => traverser.BeforeSelfAndSelf<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<AfterSelf<GameObjectTraverser, GameObject>, GameObject> AfterSelf(this GameObjectTraverser traverser) => traverser.AfterSelf<GameObjectTraverser, GameObject>();
|
|
public static ValueEnumerable<AfterSelf<GameObjectTraverser, GameObject>, GameObject> AfterSelfAndSelf(this GameObjectTraverser traverser) => traverser.AfterSelfAndSelf<GameObjectTraverser, GameObject>();
|
|
|
|
// direct shortcut
|
|
|
|
public static ValueEnumerable<Children<GameObjectTraverser, GameObject>, GameObject> Children(this GameObject origin) => origin.AsTraverser().Children();
|
|
public static ValueEnumerable<Children<GameObjectTraverser, GameObject>, GameObject> ChildrenAndSelf(this GameObject origin) => origin.AsTraverser().ChildrenAndSelf();
|
|
public static ValueEnumerable<Descendants<GameObjectTraverser, GameObject>, GameObject> Descendants(this GameObject origin) => origin.AsTraverser().Descendants();
|
|
public static ValueEnumerable<Descendants<GameObjectTraverser, GameObject>, GameObject> DescendantsAndSelf(this GameObject origin) => origin.AsTraverser().DescendantsAndSelf();
|
|
public static ValueEnumerable<Ancestors<GameObjectTraverser, GameObject>, GameObject> Ancestors(this GameObject origin) => origin.AsTraverser().Ancestors();
|
|
public static ValueEnumerable<Ancestors<GameObjectTraverser, GameObject>, GameObject> AncestorsAndSelf(this GameObject origin) => origin.AsTraverser().AncestorsAndSelf();
|
|
public static ValueEnumerable<BeforeSelf<GameObjectTraverser, GameObject>, GameObject> BeforeSelf(this GameObject origin) => origin.AsTraverser().BeforeSelf();
|
|
public static ValueEnumerable<BeforeSelf<GameObjectTraverser, GameObject>, GameObject> BeforeSelfAndSelf(this GameObject origin) => origin.AsTraverser().BeforeSelfAndSelf();
|
|
public static ValueEnumerable<AfterSelf<GameObjectTraverser, GameObject>, GameObject> AfterSelf(this GameObject origin) => origin.AsTraverser().AfterSelf();
|
|
public static ValueEnumerable<AfterSelf<GameObjectTraverser, GameObject>, GameObject> AfterSelfAndSelf(this GameObject origin) => origin.AsTraverser().AfterSelfAndSelf();
|
|
|
|
// OfComponent
|
|
|
|
public static ValueEnumerable<OfComponentG<Children<GameObjectTraverser, GameObject>, TComponent>, TComponent> OfComponent<TComponent>(this ValueEnumerable<Children<GameObjectTraverser, GameObject>, GameObject> source)
|
|
where TComponent : Component => new(new(source.Enumerator));
|
|
|
|
public static ValueEnumerable<OfComponentG<Descendants<GameObjectTraverser, GameObject>, TComponent>, TComponent> OfComponent<TComponent>(this ValueEnumerable<Descendants<GameObjectTraverser, GameObject>, GameObject> source)
|
|
where TComponent : Component => new(new(source.Enumerator));
|
|
|
|
public static ValueEnumerable<OfComponentG<Ancestors<GameObjectTraverser, GameObject>, TComponent>, TComponent> OfComponent<TComponent>(this ValueEnumerable<Ancestors<GameObjectTraverser, GameObject>, GameObject> source)
|
|
where TComponent : Component => new(new(source.Enumerator));
|
|
|
|
public static ValueEnumerable<OfComponentG<BeforeSelf<GameObjectTraverser, GameObject>, TComponent>, TComponent> OfComponent<TComponent>(this ValueEnumerable<BeforeSelf<GameObjectTraverser, GameObject>, GameObject> source)
|
|
where TComponent : Component => new(new(source.Enumerator));
|
|
|
|
public static ValueEnumerable<OfComponentG<AfterSelf<GameObjectTraverser, GameObject>, TComponent>, TComponent> OfComponent<TComponent>(this ValueEnumerable<AfterSelf<GameObjectTraverser, GameObject>, GameObject> source)
|
|
where TComponent : Component => new(new(source.Enumerator));
|
|
}
|
|
|
|
[StructLayout(LayoutKind.Auto)]
|
|
public struct GameObjectTraverser : ITraverser<GameObjectTraverser, GameObject>
|
|
{
|
|
static readonly object CalledTryGetNextChild = new object();
|
|
static readonly object ParentNotFound = new object();
|
|
|
|
readonly GameObject gameObject;
|
|
readonly Transform transform; // cache transform
|
|
object? initializedState; // CalledTryGetNext or Parent(for sibling operations)
|
|
int childCount; // self childCount(TryGetNextChild) or parent childCount(TryGetSibling)
|
|
int index;
|
|
|
|
public GameObjectTraverser(GameObject origin)
|
|
{
|
|
this.gameObject = origin;
|
|
this.transform = gameObject.transform;
|
|
this.initializedState = null;
|
|
this.childCount = 0;
|
|
this.index = 0;
|
|
}
|
|
|
|
public GameObject Origin => gameObject;
|
|
public GameObjectTraverser ConvertToTraverser(GameObject next) => new(next);
|
|
|
|
public bool TryGetParent(out GameObject parent)
|
|
{
|
|
var tp = transform.parent;
|
|
if (tp != null)
|
|
{
|
|
parent = tp.gameObject;
|
|
return true;
|
|
}
|
|
|
|
parent = default!;
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetChildCount(out int count)
|
|
{
|
|
count = transform.childCount;
|
|
return true;
|
|
}
|
|
|
|
public bool TryGetHasChild(out bool hasChild)
|
|
{
|
|
hasChild = transform.childCount != 0;
|
|
return true;
|
|
}
|
|
|
|
public bool TryGetNextChild(out GameObject child)
|
|
{
|
|
if (initializedState == null)
|
|
{
|
|
initializedState = CalledTryGetNextChild;
|
|
childCount = transform.childCount;
|
|
}
|
|
|
|
if (index < childCount)
|
|
{
|
|
child = transform.GetChild(index++).gameObject;
|
|
return true;
|
|
}
|
|
|
|
child = default!;
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetNextSibling(out GameObject next)
|
|
{
|
|
if (initializedState == null)
|
|
{
|
|
var tp = transform.parent;
|
|
if (tp == null)
|
|
{
|
|
var scene = transform.gameObject.scene;
|
|
// check is scene root object
|
|
if (scene.IsValid())
|
|
{
|
|
initializedState = scene;
|
|
childCount = scene.rootCount;
|
|
index = transform.GetSiblingIndex() + 1;
|
|
}
|
|
else
|
|
{
|
|
initializedState = ParentNotFound;
|
|
next = default!;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// cache parent and childCount
|
|
initializedState = tp;
|
|
childCount = tp.childCount; // parent's childCount
|
|
index = transform.GetSiblingIndex() + 1;
|
|
}
|
|
}
|
|
else if (initializedState == ParentNotFound)
|
|
{
|
|
next = default!;
|
|
return false;
|
|
}
|
|
|
|
if (initializedState is Transform parent)
|
|
{
|
|
if (index < childCount)
|
|
{
|
|
next = parent.GetChild(index++).gameObject;
|
|
return true;
|
|
}
|
|
}
|
|
else if (initializedState is UnityEngine.SceneManagement.Scene scene)
|
|
{
|
|
if (index < childCount)
|
|
{
|
|
var list = UnityEngine.Pool.ListPool<GameObject>.Get();
|
|
scene.GetRootGameObjects(list);
|
|
next = list[index++];
|
|
UnityEngine.Pool.ListPool<GameObject>.Release(list);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
|
|
next = default!;
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetPreviousSibling(out GameObject previous)
|
|
{
|
|
if (initializedState == null)
|
|
{
|
|
var tp = transform.parent;
|
|
if (tp == null)
|
|
{
|
|
var scene = transform.gameObject.scene;
|
|
// check is scene root object
|
|
if (scene.IsValid())
|
|
{
|
|
initializedState = scene;
|
|
childCount = transform.GetSiblingIndex();
|
|
index = 0;
|
|
}
|
|
else
|
|
{
|
|
initializedState = ParentNotFound;
|
|
previous = default!;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
initializedState = tp;
|
|
childCount = transform.GetSiblingIndex(); // not childCount but means `to`
|
|
index = 0; // 0 to siblingIndex
|
|
}
|
|
}
|
|
else if (initializedState == ParentNotFound)
|
|
{
|
|
previous = default!;
|
|
return false;
|
|
}
|
|
|
|
if (initializedState is Transform parent)
|
|
{
|
|
if (index < childCount)
|
|
{
|
|
previous = parent.GetChild(index++).gameObject;
|
|
return true;
|
|
}
|
|
}
|
|
else if (initializedState is UnityEngine.SceneManagement.Scene scene)
|
|
{
|
|
if (index < childCount)
|
|
{
|
|
var list = UnityEngine.Pool.ListPool<GameObject>.Get();
|
|
scene.GetRootGameObjects(list);
|
|
previous = list[index++];
|
|
UnityEngine.Pool.ListPool<GameObject>.Release(list);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
previous = default!;
|
|
return false;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
}
|
|
}
|
|
}
|