Created
January 29, 2017 14:43
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A number of extension / utility functions that come in handy for almost every project that I've worked on.
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public static class Util | |
{ | |
public static Vector3 Horizontal(this Vector3 v) | |
{ | |
return Vector3.ProjectOnPlane(v, Vector3.up); | |
} | |
public static bool InBetween(this float val, float a, float b) | |
{ | |
return (val < b && val > a) || (val < a && val > b); | |
} | |
public static T ToEnum<T>(this string value) | |
{ | |
if (string.IsNullOrEmpty(value)) | |
{ | |
return default(T); | |
} | |
return (T)Enum.Parse(typeof(T), value, true); | |
} | |
public static FieldInfo[] GetFieldsMarkedWith<T>(object obj) where T : Attribute | |
{ | |
return obj.GetType().GetFields(BindingFlags.NonPublic | BindingFlags.Instance) | |
.Where(x => x.GetCustomAttributes(typeof(T), true).Any()).ToArray(); | |
} | |
public static Type[] GetChildrenTypesOf<T>() | |
{ | |
return (from domainAssembly in AppDomain.CurrentDomain.GetAssemblies() | |
from assemblyType in domainAssembly.GetTypes() | |
where typeof(T).IsAssignableFrom(assemblyType) && assemblyType != typeof(T) | |
select assemblyType).ToArray(); | |
} | |
public static void SetAlpha(this Material m, float a) | |
{ | |
var c = m.color; | |
c.a = a; | |
m.color = c; | |
} | |
public static void SetAlpha(this Image m, float a) | |
{ | |
var c = m.color; | |
c.a = a; | |
m.color = c; | |
} | |
public static T Random<T>(this IList<T> list) | |
{ | |
return list[UnityEngine.Random.Range(0, list.Count)]; | |
} | |
public static void WaitForSeconds(float seconds, Action function) | |
{ | |
Observable.Timer(TimeSpan.FromSeconds(seconds)).Subscribe(x => function()); | |
} | |
} |
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