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- using UnityEngine;
- using System.Text;
- using System.Collections;
- using System.Collections.Generic;
-
- namespace TMPro
- {
- public static class TMPro_ExtensionMethods
- {
-
- public static string ArrayToString(this char[] chars)
- {
- string s = string.Empty;
-
- for (int i = 0; i < chars.Length && chars[i] != 0; i++)
- {
- s += chars[i];
- }
-
- return s;
- }
-
- public static string IntToString(this int[] unicodes)
- {
- char[] chars = new char[unicodes.Length];
-
- for (int i = 0; i < unicodes.Length; i++)
- {
- chars[i] = (char)unicodes[i];
- }
-
- return new string(chars);
- }
-
- public static string IntToString(this int[] unicodes, int start, int length)
- {
- char[] chars = new char[length];
- int end = start + length;
-
- for (int i = start; i < end && i < unicodes.Length; i++)
- {
- chars[i] = (char)unicodes[i];
- }
-
- return new string(chars, start, length);
- }
-
-
- public static int FindInstanceID <T> (this List<T> list, T target) where T : Object
- {
- int targetID = target.GetInstanceID();
-
- for (int i = 0; i < list.Count; i++)
- {
- if (list[i].GetInstanceID() == targetID)
- return i;
- }
- return -1;
- }
-
-
- public static bool Compare(this Color32 a, Color32 b)
- {
- return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;
- }
-
- public static bool CompareRGB(this Color32 a, Color32 b)
- {
- return a.r == b.r && a.g == b.g && a.b == b.b;
- }
-
- public static bool Compare(this Color a, Color b)
- {
- return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;
- }
-
-
- public static bool CompareRGB(this Color a, Color b)
- {
- return a.r == b.r && a.g == b.g && a.b == b.b;
- }
-
-
- public static Color32 Multiply (this Color32 c1, Color32 c2)
- {
- byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255);
- byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255);
- byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255);
- byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255);
-
- return new Color32(r, g, b, a);
- }
-
-
- public static Color32 Tint (this Color32 c1, Color32 c2)
- {
- byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255);
- byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255);
- byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255);
- byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255);
-
- return new Color32(r, g, b, a);
- }
-
- public static Color32 Tint(this Color32 c1, float tint)
- {
- byte r = (byte)(Mathf.Clamp(c1.r / 255f * tint * 255, 0, 255));
- byte g = (byte)(Mathf.Clamp(c1.g / 255f * tint * 255, 0, 255));
- byte b = (byte)(Mathf.Clamp(c1.b / 255f * tint * 255, 0, 255));
- byte a = (byte)(Mathf.Clamp(c1.a / 255f * tint * 255, 0, 255));
-
- return new Color32(r, g, b, a);
- }
-
-
- public static bool Compare(this Vector3 v1, Vector3 v2, int accuracy)
- {
- bool x = (int)(v1.x * accuracy) == (int)(v2.x * accuracy);
- bool y = (int)(v1.y * accuracy) == (int)(v2.y * accuracy);
- bool z = (int)(v1.z * accuracy) == (int)(v2.z * accuracy);
-
- return x && y && z;
- }
-
- public static bool Compare(this Quaternion q1, Quaternion q2, int accuracy)
- {
- bool x = (int)(q1.x * accuracy) == (int)(q2.x * accuracy);
- bool y = (int)(q1.y * accuracy) == (int)(q2.y * accuracy);
- bool z = (int)(q1.z * accuracy) == (int)(q2.z * accuracy);
- bool w = (int)(q1.w * accuracy) == (int)(q2.w * accuracy);
-
- return x && y && z && w;
- }
-
- //public static void AddElementAtIndex<T>(this T[] array, int writeIndex, T item)
- //{
- // if (writeIndex >= array.Length)
- // System.Array.Resize(ref array, Mathf.NextPowerOfTwo(writeIndex + 1));
-
- // array[writeIndex] = item;
- //}
-
- /// <summary>
- /// Insert item into array at index.
- /// </summary>
- /// <typeparam name="T"></typeparam>
- /// <param name="array"></param>
- /// <param name="index"></param>
- /// <param name="item"></param>
- //public static void Insert<T>(this T[] array, int index, T item)
- //{
- // if (index > array.Length - 1) return;
-
- // T savedItem = item;
-
- // for (int i = index; i < array.Length; i++)
- // {
- // savedItem = array[i];
-
- // array[i] = item;
-
- // item = savedItem;
- // }
- //}
-
- /// <summary>
- /// Insert item into array at index.
- /// </summary>
- /// <typeparam name="T"></typeparam>
- /// <param name="array"></param>
- /// <param name="index"></param>
- /// <param name="item"></param>
- //public static void Insert<T>(this T[] array, int index, T[] items)
- //{
- // if (index > array.Length - 1) return;
-
- // System.Array.Resize(ref array, array.Length + items.Length);
-
- // int sourceIndex = 0;
-
- // T savedItem = items[sourceIndex];
-
- // for (int i = index; i < array.Length; i++)
- // {
- // savedItem = array[i];
-
- // array[i] = items[sourceIndex];
-
- // items[sourceIndex] = savedItem;
-
- // if (sourceIndex < items.Length - 1)
- // sourceIndex += 1;
- // else
- // sourceIndex = 0;
- // }
- //}
-
- }
-
- public static class TMP_Math
- {
- public const float FLOAT_MAX = 32767;
- public const float FLOAT_MIN = -32767;
- public const int INT_MAX = 2147483647;
- public const int INT_MIN = -2147483647;
-
- public const float FLOAT_UNSET = -32767;
- public const int INT_UNSET = -32767;
-
- public static Vector2 MAX_16BIT = new Vector2(FLOAT_MAX, FLOAT_MAX);
- public static Vector2 MIN_16BIT = new Vector2(FLOAT_MIN, FLOAT_MIN);
-
- public static bool Approximately(float a, float b)
- {
- return (b - 0.0001f) < a && a < (b + 0.0001f);
- }
- }
- }
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