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https://github.com/oliverbooth/X10D
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Add GameObject.SetLayerRecursively (#57)
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@ -20,6 +20,7 @@
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- X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])`
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- X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])`
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- X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])`
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- X10D.Unity: Added `GameObject.SetLayerRecursively(int)`
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- X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])`
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- X10D.Unity: Added `GameObject.SetParent(Transform[, bool])`
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- X10D.Unity: Added `Random.NextColorArgb()`
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@ -61,6 +61,30 @@ namespace X10D.Unity.Tests
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yield break;
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}
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[UnityTest]
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public IEnumerator SetLayerRecursively_ShouldSetLayerRecursively()
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{
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var parent = new GameObject();
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var child = new GameObject();
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var grandChild = new GameObject();
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child.transform.SetParent(parent.transform);
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grandChild.transform.SetParent(child.transform);
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int layer = LayerMask.NameToLayer("UI");
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Assert.AreNotEqual(layer, parent.layer);
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Assert.AreNotEqual(layer, child.layer);
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Assert.AreNotEqual(layer, grandChild.layer);
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parent.SetLayerRecursively(layer);
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Assert.AreEqual(layer, parent.layer);
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Assert.AreEqual(layer, child.layer);
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Assert.AreEqual(layer, grandChild.layer);
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yield break;
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}
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[UnityTest]
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public IEnumerator SetParent_ShouldSetParent()
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{
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@ -171,6 +171,44 @@ public static class GameObjectExtensions
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gameObject.transform.LookAt(target, worldUp);
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}
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/// <summary>
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/// Sets the new layer of this game object and its children, recursively.
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/// </summary>
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/// <param name="gameObject">The game object whose layer, and that of its children recursively, to change.</param>
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/// <param name="layer">The new layer.</param>
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/// <exception cref="ArgumentNullException"><paramref name="gameObject" /> is <see langword="null" />.</exception>
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public static void SetLayerRecursively(this GameObject gameObject, int layer)
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{
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if (gameObject == null)
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{
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throw new ArgumentNullException(nameof(gameObject));
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}
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gameObject.layer = layer;
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if (gameObject.transform.childCount == 0)
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{
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return;
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}
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var children = new Stack<Transform>(gameObject.transform.Cast<Transform>());
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while (children.Count > 0)
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{
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Transform child = children.Pop();
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child.gameObject.layer = layer;
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if (child.childCount <= 0)
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{
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continue;
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}
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foreach (Transform grandChild in child)
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{
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children.Push(grandChild);
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}
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}
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}
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/// <summary>
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/// Sets the parent of this game object.
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/// </summary>
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