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独立的、对 Unity 和 CSharp 语言的扩展支持库
由 QFramework 团队官方维护的独立工具包(不依赖 QFramework)。
PackageManager
或者直接复制此代码到自己项目中的任意脚本中
// traditional style
var playerPrefab = Resources.Load<GameObject>("playerPrefab");
var playerObj = Instantiate(playerPrefab);
playerObj.transform.SetParent(null);
playerObj.transform.localRotation = Quaternion.identity;
playerObj.transform.localPosition = Vector3.left;
playerObj.transform.localScale = Vector3.one;
playerObj.layer = 1;
playerObj.layer = LayerMask.GetMask("Default");
Debug.Log("playerPrefab instantiated");
// Extension's Style,same as above
Resources.Load<GameObject>("playerPrefab")
.Instantiate()
.transform
.Parent(null)
.LocalRotationIdentity()
.LocalPosition(Vector3.left)
.LocalScaleIdentity()
.Layer(1)
.Layer("Default")
.ApplySelfTo(_ => { Debug.Log("playerPrefab instantiated"); });
var simpleClass = new object();
if (simpleClass.IsNull()) // simpleClass == null
{
}
else if (simpleClass.IsNotNull()) // simpleClasss != null
{
}
Action:
Action action = () => Debug.Log("action called");
action.InvokeGracefully(); // if (action != null) action();
Func:
Func<int> func = () => 1;
func.InvokeGracefully();
/*
public static T InvokeGracefully<T>(this Func<T> selfFunc)
{
return null != selfFunc ? selfFunc() : default(T);
}
*/
Delegate:
public delegate void TestDelegate();
...
TestDelegate testDelegate = () => { };
testDelegate.InvokeGracefully();
Array:
var testArray = new int[] {1, 2, 3};
testArray.ForEach(number => Debug.Log(number));
IEnumrable:
IEnumerable<int> testIenumerable = new List<int> {1, 2, 3};
testIenumerable.ForEach(number => Debug.Log(number));
List:
var testList = new List<int> {1, 2, 3};
testList.ForEach(number => Debug.Log(number));
testList.ForEachReverse(number => Debug.Log(number));
Dictionary<T,K>:
var dictionary1 = new Dictionary<string, string> {{"1", "2"}};
var dictionary2 = new Dictionary<string, string> {{"3", "4"}};
var dictionary3 = dictionary1.Merge(dictionary2);
dictionary3.ForEach(pair => Debug.LogFormat("{0}:{1}", pair.Key, pair.Value));
var testDir = Application.persistentDataPath.CombinePath("TestFolder");
testDir.CreateDirIfNotExists();
Debug.Log(Directory.Exists(testDir));
testDir.DeleteDirIfExists();
Debug.Log(Directory.Exists(testDir));
var testFile = testDir.CombinePath("test.txt");
testDir.CreateDirIfNotExists();
File.Create(testFile);
testFile.DeleteFileIfExists();
this.ImplementsInterface<ISingleton>();
var selfType = ReflectionExtension.GetAssemblyCSharp().GetType("QFramework.Example.ExtensionExample");
Debug.Log(selfType);
var emptyStr = string.Empty;
Debug.Log(emptyStr.IsNotNullAndEmpty());
Debug.Log(emptyStr.IsNullOrEmpty());
emptyStr = emptyStr.Append("appended").Append("1").ToString();
Debug.Log(emptyStr);
Debug.Log(emptyStr.IsNullOrEmpty());
var component = gameObject.GetComponent<MonoBehaviour>();
component.Enable(); // component.enabled = true
component.Disable(); // component.enabled = false
var screenshotTexture2D = Camera.main.CaptureCamera(new Rect(0, 0, Screen.width, Screen.height));
var color = "#C5563CFF".HtmlStringToColor();
var boxCollider = gameObject.AddComponent<BoxCollider>();
gameObject.Show(); // gameObject.SetActive(true)
this.Show(); // this.gameObject.SetActive(true)
boxCollider.Show(); // boxCollider.gameObject.SetActive(true)
transform.Show(); // transform.gameObject.SetActive(true)
gameObject.Hide(); // gameObject.SetActive(false)
this.Hide(); // this.gameObject.SetActive(false)
boxCollider.Hide(); // boxCollider.gameObject.SetActive(false)
transform.Hide(); // transform.gameObject.SetActive(false)
this.DestroyGameObj();
boxCollider.DestroyGameObj();
transform.DestroyGameObj();
this.DestroyGameObjGracefully();
boxCollider.DestroyGameObjGracefully();
transform.DestroyGameObjGracefully();
this.DestroyGameObjAfterDelay(1.0f);
boxCollider.DestroyGameObjAfterDelay(1.0f);
transform.DestroyGameObjAfterDelay(1.0f);
this.DestroyGameObjAfterDelayGracefully(1.0f);
boxCollider.DestroyGameObjAfterDelayGracefully(1.0f);
transform.DestroyGameObjAfterDelayGracefully(1.0f);
gameObject.Layer(0);
this.Layer(0);
boxCollider.Layer(0);
transform.Layer(0);
gameObject.Layer("Default");
this.Layer("Default");
boxCollider.Layer("Default");
transform.Layer("Default");
var image = gameObject.AddComponent<Image>();
var rawImage = gameObject.AddComponent<RawImage>();
// image.color = new Color(image.color.r,image.color.g,image.color.b,1.0f);
image.ColorAlpha(1.0f);
rawImage.ColorAlpha(1.0f);
var image1 = gameObject.AddComponent<Image>();
image1.FillAmount(0.0f); // image1.fillAmount = 0.0f;
gameObject.Instantiate()
.Name("ExtensionExample")
.DestroySelf();
gameObject.Instantiate()
.DestroySelfGracefully();
gameObject.Instantiate()
.DestroySelfAfterDelay(1.0f);
gameObject.Instantiate()
.DestroySelfAfterDelayGracefully(1.0f);
gameObject
.ApplySelfTo(selfObj => Debug.Log(selfObj.name))
.Name("TestObj")
.ApplySelfTo(selfObj => Debug.Log(selfObj.name))
.Name("ExtensionExample")
.DontDestroyOnLoad();
transform
.Parent(null)
.LocalIdentity()
.LocalPositionIdentity()
.LocalRotationIdentity()
.LocalScaleIdentity()
.LocalPosition(Vector3.zero)
.LocalPosition(0, 0, 0)
.LocalPosition(0, 0)
.LocalPositionX(0)
.LocalPositionY(0)
.LocalPositionZ(0)
.LocalRotation(Quaternion.identity)
.LocalScale(Vector3.one)
.LocalScaleX(1.0f)
.LocalScaleY(1.0f)
.Identity()
.PositionIdentity()
.RotationIdentity()
.Position(Vector3.zero)
.PositionX(0)
.PositionY(0)
.PositionZ(0)
.Rotation(Quaternion.identity)
.DestroyAllChild()
.AsLastSibling()
.AsFirstSibling()
.SiblingIndex(0);
this
.Parent(null)
.LocalIdentity()
.LocalPositionIdentity()
.LocalRotationIdentity()
.LocalScaleIdentity()
.LocalPosition(Vector3.zero)
.LocalPosition(0, 0, 0)
.LocalPosition(0, 0)
.LocalPositionX(0)
.LocalPositionY(0)
.LocalPositionZ(0)
.LocalRotation(Quaternion.identity)
.LocalScale(Vector3.one)
.LocalScaleX(1.0f)
.LocalScaleY(1.0f)
.Identity()
.PositionIdentity()
.RotationIdentity()
.Position(Vector3.zero)
.PositionX(0)
.PositionY(0)
.PositionZ(0)
.Rotation(Quaternion.identity)
.DestroyAllChild()
.AsLastSibling()
.AsFirstSibling()
.SiblingIndex(0);
UnityAction action = () => { };
UnityAction<int> actionWithInt = num => { };
UnityAction<int, string> actionWithIntString = (num, str) => { };
action.InvokeGracefully();
actionWithInt.InvokeGracefully(1);
actionWithIntString.InvokeGracefully(1, "str");
请自己体验更多的 API
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