Framework_YooAsset_HybridCLR/Assets/DemoGame/GameScript/Hotfix/Helper/CommonHelper.cs

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using System.Collections.Generic;
using UnityEngine;
namespace ZC
{
public static class CommonHelper
{
public static T FindChildDeep<T>(this Transform self, string name) where T : Object
{
Transform findDeep = null;
FindDeep(self, name, ref findDeep);
if (findDeep == null)
{
Debug.LogError("未找到此组件");
}
var component = findDeep.GetComponent<T>();
return component;
}
static void FindDeep(Transform tran, string name, ref Transform transform)
{
if (tran.name == name)
{
transform = tran;
return;
}
for (var i = 0; i < tran.childCount; i++)
{
FindDeep(tran.GetChild(i), name, ref transform);
}
}
public static List<T> FindChildDeeps<T>(this Transform self) where T : Object
{
List<T> list = new List<T>();
FindDeeps(self, ref list);
if (list.Count <= 0)
{
Debug.LogError("未找到此组件");
}
return list;
}
static void FindDeeps<T>(Transform tran, ref List<T> list)
{
var component = tran.GetComponent<T>();
if (component != null)
list.Add(component);
for (var i = 0; i < tran.childCount; i++)
{
FindDeeps(tran.GetChild(i), ref list);
}
}
/// <summary>
/// 判断是否在某个物体范围内范围型判断超出返回false
/// 基于MeshRender的实现方式
/// </summary>
/// <param name="tran"></param>
/// <param name="self"></param>
/// <returns></returns>
public static bool IsInRangeAutoFix(Transform tran, Transform self)
{
var meshRenderer = tran.GetComponent<MeshRenderer>();
Bounds rendererBounds = self.GetComponent<MeshRenderer>().bounds;
Bounds colliderBounds = meshRenderer.bounds;
bool rendererIsInsideBox = colliderBounds.Intersects(rendererBounds);
return rendererIsInsideBox;
}
public static void ChangeProcedure(ProcedureType procedureType)
{
// ZCGame.ProcedureManager.ChangeProcedure(procedureType);
}
}
}