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Add GameObject.SetLayerRecursively (#57)

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Oliver Booth 2022-05-08 22:37:03 +01:00
parent 330be689b6
commit df0257f498
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GPG Key ID: 32A00B35503AF634
3 changed files with 63 additions and 0 deletions

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@ -20,6 +20,7 @@
- X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])`
- X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])`
- X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])`
- X10D.Unity: Added `GameObject.SetLayerRecursively(int)`
- X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])`
- X10D.Unity: Added `GameObject.SetParent(Transform[, bool])`
- X10D.Unity: Added `Random.NextColorArgb()`

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@ -61,6 +61,30 @@ namespace X10D.Unity.Tests
yield break;
}
[UnityTest]
public IEnumerator SetLayerRecursively_ShouldSetLayerRecursively()
{
var parent = new GameObject();
var child = new GameObject();
var grandChild = new GameObject();
child.transform.SetParent(parent.transform);
grandChild.transform.SetParent(child.transform);
int layer = LayerMask.NameToLayer("UI");
Assert.AreNotEqual(layer, parent.layer);
Assert.AreNotEqual(layer, child.layer);
Assert.AreNotEqual(layer, grandChild.layer);
parent.SetLayerRecursively(layer);
Assert.AreEqual(layer, parent.layer);
Assert.AreEqual(layer, child.layer);
Assert.AreEqual(layer, grandChild.layer);
yield break;
}
[UnityTest]
public IEnumerator SetParent_ShouldSetParent()
{

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@ -171,6 +171,44 @@ public static class GameObjectExtensions
gameObject.transform.LookAt(target, worldUp);
}
/// <summary>
/// Sets the new layer of this game object and its children, recursively.
/// </summary>
/// <param name="gameObject">The game object whose layer, and that of its children recursively, to change.</param>
/// <param name="layer">The new layer.</param>
/// <exception cref="ArgumentNullException"><paramref name="gameObject" /> is <see langword="null" />.</exception>
public static void SetLayerRecursively(this GameObject gameObject, int layer)
{
if (gameObject == null)
{
throw new ArgumentNullException(nameof(gameObject));
}
gameObject.layer = layer;
if (gameObject.transform.childCount == 0)
{
return;
}
var children = new Stack<Transform>(gameObject.transform.Cast<Transform>());
while (children.Count > 0)
{
Transform child = children.Pop();
child.gameObject.layer = layer;
if (child.childCount <= 0)
{
continue;
}
foreach (Transform grandChild in child)
{
children.Push(grandChild);
}
}
}
/// <summary>
/// Sets the parent of this game object.
/// </summary>