-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathOverloads.cs
184 lines (136 loc) · 6.65 KB
/
Overloads.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
using UnityEngine;
/// <summary>
/// Convenience method overloads.
/// Think of them as static extension methods for existing classes.
/// </summary>
public class Overloads {
#region Quaternion.LookRotation Overloads
public static float Distance(Vector3 a, Transform b) {
return Vector3.Distance(a, b.position);
}
public static float Distance(Vector3 a, MonoBehaviour b) {
return Vector3.Distance(a, b.transform.position);
}
public static float Distance(Vector3 a, GameObject b) {
return Vector3.Distance(a, b.transform.position);
}
public static float Distance(Transform a, Vector3 b) {
return Vector3.Distance(a.position, b);
}
public static float Distance(Transform a, Transform b) {
return Vector3.Distance(a.position, b.position);
}
public static float Distance(Transform a, MonoBehaviour b) {
return Vector3.Distance(a.position, b.transform.position);
}
public static float Distance(Transform a, GameObject b) {
return Vector3.Distance(a.position, b.transform.position);
}
public static float Distance(MonoBehaviour a, Vector3 b) {
return Vector3.Distance(a.transform.position, b);
}
public static float Distance(MonoBehaviour a, Transform b) {
return Vector3.Distance(a.transform.position, b.position);
}
public static float Distance(MonoBehaviour a, MonoBehaviour b) {
return Vector3.Distance(a.transform.position, b.transform.position);
}
public static float Distance(MonoBehaviour a, GameObject b) {
return Vector3.Distance(a.transform.position, b.transform.position);
}
public static float Distance(GameObject a, Vector3 b) {
return Vector3.Distance(a.transform.position, b);
}
public static float Distance(GameObject a, Transform b) {
return Vector3.Distance(a.transform.position, b.position);
}
public static float Distance(GameObject a, MonoBehaviour b) {
return Vector3.Distance(a.transform.position, b.transform.position);
}
public static float Distance(GameObject a, GameObject b) {
return Vector3.Distance(a.transform.position, b.transform.position);
}
#endregion
#region Quaternion.LookRotation Overloads
public static Quaternion Face(Vector3 from, Transform to) {
return Quaternion.LookRotation(to.position - from);
}
public static Quaternion Face(Vector3 from, MonoBehaviour to) {
return Quaternion.LookRotation(to.transform.position - from);
}
public static Quaternion Face(Vector3 from, GameObject to) {
return Quaternion.LookRotation(to.transform.position - from);
}
public static Quaternion Face(Transform from, Vector3 to) {
return Quaternion.LookRotation(to - from.position);
}
public static Quaternion Face(Transform from, Transform to) {
return Quaternion.LookRotation(to.position - from.position);
}
public static Quaternion Face(Transform from, MonoBehaviour to) {
return Quaternion.LookRotation(to.transform.position - from.position);
}
public static Quaternion Face(Transform from, GameObject to) {
return Quaternion.LookRotation(to.transform.position - from.position);
}
public static Quaternion Face(MonoBehaviour from, Vector3 to) {
return Quaternion.LookRotation(to - from.transform.position);
}
public static Quaternion Face(MonoBehaviour from, Transform to) {
return Quaternion.LookRotation(to.position - from.transform.position);
}
public static Quaternion Face(MonoBehaviour from, MonoBehaviour to) {
return Quaternion.LookRotation(to.transform.position - from.transform.position);
}
public static Quaternion Face(MonoBehaviour from, GameObject to) {
return Quaternion.LookRotation(to.transform.position - from.transform.position);
}
public static Quaternion Face(GameObject from, Vector3 to) {
return Quaternion.LookRotation(to - from.transform.position);
}
public static Quaternion Face(GameObject from, Transform to) {
return Quaternion.LookRotation(to.position - from.transform.position);
}
public static Quaternion Face(GameObject from, MonoBehaviour to) {
return Quaternion.LookRotation(to.transform.position - from.transform.position);
}
public static Quaternion Face(GameObject from, GameObject to) {
return Quaternion.LookRotation(to.transform.position - from.transform.position);
}
#endregion
#region Object.Instantiate Overloads
public static T Instantiate<T>(T original, Transform destination, Quaternion rotation) where T : Object {
return Object.Instantiate<T>(original, destination.position, rotation);
}
/// <summary> Use the destination as the rotation as well. </summary>
public static T Instantiate<T>(T original, Transform destination) where T : Object {
return Object.Instantiate<T>(original, destination.position, destination.rotation);
}
public static T Instantiate<T>(T original, MonoBehaviour destination, Quaternion rotation) where T : Object {
return Object.Instantiate<T>(original, destination.transform.position, rotation);
}
/// <summary> Use the destination as the rotation as well. </summary>
public static T Instantiate<T>(T original, MonoBehaviour destination) where T : Object {
return Object.Instantiate<T>(original, destination.transform.position, destination.transform.rotation);
}
public static T Instantiate<T>(T original, GameObject destination, Quaternion rotation) where T : Object {
return Object.Instantiate<T>(original, destination.transform.position, rotation);
}
/// <summary> Use the destination as the rotation as well. </summary>
public static T Instantiate<T>(T original, GameObject destination) where T : Object {
return Object.Instantiate<T>(original, destination.transform.position, destination.transform.rotation);
}
#endregion
#region Physics.OverlapSphere Overloads
public static Collider[] OverlapSphere(Transform position, float radius, int layerMask) {
return Physics.OverlapSphere(position.position, radius, layerMask);
}
public static Collider[] OverlapSphere(MonoBehaviour position, float radius, int layerMask) {
return Physics.OverlapSphere(position.transform.position, radius, layerMask);
}
public static Collider[] OverlapSphere(GameObject position, float radius, int layerMask) {
return Physics.OverlapSphere(position.transform.position, radius, layerMask);
}
#endregion
// TODO permutations for , overlap sphere, and ctrl+f for .transform.position or .transform.rotation
}