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Add GetComponentsInChildrenOnly<T>
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## [3.1.0-nightly]
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### Added
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- Readded Unity support:
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- Added `Component.GetComponentsInChildrenOnly<T>()`
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- Added `GameObject.GetComponentsInChildrenOnly<T>()`
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- Added `GameObject.LookAt(GameObject[, Vector3])`
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- Added `GameObject.LookAt(Transform[, Vector3])`
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- Added `GameObject.LookAt(Vector3[, Vector3])`
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21
X10D.Unity/src/ComponentExtensions.cs
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21
X10D.Unity/src/ComponentExtensions.cs
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using UnityEngine;
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namespace X10D.Unity;
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/// <summary>
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/// Extension methods for <see cref="Component" />.
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/// </summary>
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public static class ComponentExtensions
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{
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/// <summary>
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/// Returns an array of components of the specified type, excluding components that live on the object to which this
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/// component is attached.
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/// </summary>
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/// <param name="component">The component whose child components to retrieve.</param>
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/// <typeparam name="T">The type of the components to retrieve.</typeparam>
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/// <returns>An array <typeparamref name="T" /> representing the child components.</returns>
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public static T[] GetComponentsInChildrenOnly<T>(this Component component)
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{
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return component.gameObject.GetComponentsInChildrenOnly<T>();
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}
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}
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@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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namespace X10D.Unity;
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@ -7,6 +7,35 @@ namespace X10D.Unity;
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/// </summary>
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public static class GameObjectExtensions
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{
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/// <summary>
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/// Returns an array of components of the specified type, excluding components that live on this game object.
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/// </summary>
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/// <param name="gameObject">The game object whose child components to retrieve.</param>
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/// <typeparam name="T">The type of the components to retrieve.</typeparam>
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/// <returns>An array <typeparamref name="T" /> representing the child components.</returns>
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public static T[] GetComponentsInChildrenOnly<T>(this GameObject gameObject)
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{
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var components = new List<T>(gameObject.GetComponentsInChildren<T>());
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for (var index = 0; index < components.Count; index++)
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{
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if (components[index] is not Component childComponent)
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{
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// this shouldn't happen, since you can't add a non-Component to a game object,
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// but GetComponentsInChildren<T> is not constrained, so this method shouldn't be either
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continue;
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}
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if (childComponent.transform.parent != gameObject.transform)
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{
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components.RemoveAt(index);
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index--;
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}
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}
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return components.ToArray();
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}
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/// <summary>
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/// Rotates the transform component of this game object so the forward vector points at another game object.
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/// </summary>
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