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MonoBehaviourExtension.cs
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MonoBehaviourExtension.cs
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Aya.Extension
{
public static class MonoBehaviourExtension
{
#region Active
public static void SetActive(this MonoBehaviour monoBehaviour, bool active)
{
monoBehaviour.gameObject.SetActive(active);
}
#endregion
#region Prefab
public static bool IsPrefab(this MonoBehaviour monoBehaviour)
{
var result = monoBehaviour.gameObject.IsPrefab();
return result;
}
#endregion
#region Coroutine
#region When
public static Coroutine ExecuteWhen(this MonoBehaviour monoBehaviour, Action action, Func<bool> condition)
{
return monoBehaviour.StartCoroutine(ExecuteWhenCoroutine(action, condition));
}
private static IEnumerator ExecuteWhenCoroutine(Action action, Func<bool> condition)
{
while (condition != null && !condition())
{
yield return null;
}
action();
}
#endregion
#region Until
public static Coroutine ExecuteUntil(this MonoBehaviour monoBehaviour, Action action, Func<bool> condition)
{
return monoBehaviour.StartCoroutine(ExecuteUntilCoroutine(action, condition));
}
private static IEnumerator ExecuteUntilCoroutine(Action action, Func<bool> condition)
{
while (condition != null && !condition())
{
action();
yield return null;
}
}
#endregion
#region Count Until
public static Coroutine ExecuteCountUntil(this MonoBehaviour monoBehaviour, Action action, int count, Func<bool> condition)
{
return monoBehaviour.StartCoroutine(ExecuteCountUntilCoroutine(action, count, condition));
}
private static IEnumerator ExecuteCountUntilCoroutine(Action action, int count, Func<bool> condition)
{
var counter = 0;
while (condition != null && !condition() && counter < count)
{
action();
counter++;
yield return null;
}
}
#endregion
#region Interval Until
public static Coroutine ExecuteIntervalUntil(this MonoBehaviour monoBehaviour, Action action, float interval, int count, Func<bool> condition, bool timeScale = true)
{
return monoBehaviour.StartCoroutine(ExecuteIntervalUntilCoroutine(action, count, interval, condition, timeScale));
}
private static IEnumerator ExecuteIntervalUntilCoroutine(Action action, int count, float interval, Func<bool> condition, bool timeScale)
{
var counter = 0;
while (condition != null && !condition() && counter < count)
{
action();
counter++;
if (timeScale)
{
yield return WaitForSeconds(interval);
}
else
{
yield return WaitForSecondsRealtime(interval);
}
}
}
public static Coroutine ExecuteIntervalUntil(this MonoBehaviour monoBehaviour, Action action, float interval, Func<bool> condition, bool timeScale = true)
{
return monoBehaviour.StartCoroutine(ExecuteIntervalUntilCoroutine(action, interval, condition, timeScale));
}
private static IEnumerator ExecuteIntervalUntilCoroutine(Action action, float interval, Func<bool> condition, bool timeScale)
{
while (condition != null && !condition())
{
action();
if (timeScale)
{
yield return WaitForSeconds(interval);
}
else
{
yield return WaitForSecondsRealtime(interval);
}
}
}
#endregion
#region If Until
public static Coroutine ExecuteIfUntil(this MonoBehaviour monoBehaviour, Action action, Func<bool> executeCondition, Func<bool> finishCondition)
{
return monoBehaviour.StartCoroutine(ExecuteIfUntilCoroutine(action, executeCondition, finishCondition));
}
private static IEnumerator ExecuteIfUntilCoroutine(Action action, Func<bool> executeCondition, Func<bool> finishCondition)
{
while (finishCondition != null && !finishCondition())
{
if (executeCondition())
{
action();
}
yield return null;
}
}
#endregion
#region Delay
public static Coroutine ExecuteDelay(this MonoBehaviour monoBehaviour, Action action, float seconds, bool timeScale = true)
{
return monoBehaviour.StartCoroutine(ExecuteDelayCoroutine(action, seconds, timeScale));
}
private static IEnumerator ExecuteDelayCoroutine(Action action, float seconds, bool timeScale)
{
if (timeScale)
{
yield return WaitForSeconds(seconds);
}
else
{
yield return WaitForSecondsRealtime(seconds);
}
action();
}
#endregion
#region Count
public static Coroutine ExecuteCount(this MonoBehaviour monoBehaviour, Action action, int count)
{
return monoBehaviour.StartCoroutine(ExecuteCountCoroutine(action, count));
}
private static IEnumerator ExecuteCountCoroutine(Action action, int count)
{
for (var i = 0; i < count; i++)
{
action();
yield return null;
}
}
#endregion
#region Interval
public static Coroutine ExecuteInterval(this MonoBehaviour monoBehaviour, Action action, float interval, bool timeScale = true)
{
return monoBehaviour.StartCoroutine(ExecuteIntervalCoroutine(action, interval, timeScale));
}
private static IEnumerator ExecuteIntervalCoroutine(Action action, float interval, bool timeScale)
{
while (true)
{
action();
if (timeScale)
{
yield return WaitForSeconds(interval);
}
else
{
yield return WaitForSecondsRealtime(interval);
}
}
}
public static Coroutine ExecuteInterval(this MonoBehaviour monoBehaviour, Action action, float interval, float duration, bool timeScale = true)
{
return monoBehaviour.StartCoroutine(ExecuteIntervalCoroutine(action, interval, duration, timeScale));
}
private static IEnumerator ExecuteIntervalCoroutine(Action action, float interval, float duration, bool timeScale)
{
var timer = 0f;
var executeTimer = 0f;
while (timer <= duration)
{
var deltaTime = timeScale ? Time.deltaTime : Time.unscaledTime;
timer += deltaTime;
executeTimer += deltaTime;
if (executeTimer >= interval)
{
action();
executeTimer -= interval;
}
yield return null;
}
}
#endregion
#region Interval Count
public static Coroutine ExecuteIntervalCount(this MonoBehaviour monoBehaviour, Action action, int count, float interval, bool timeScale = true)
{
return monoBehaviour.StartCoroutine(ExecuteIntervalCoroutine(action, count, interval, timeScale));
}
private static IEnumerator ExecuteIntervalCountCoroutine(Action action, int count, float interval, bool timeScale)
{
for (var i = 0; i < count; i++)
{
action();
if (timeScale)
{
yield return WaitForSeconds(interval);
}
else
{
yield return WaitForSecondsRealtime(interval);
}
}
}
#endregion
#region Next Frame
public static Coroutine ExecuteNextFrame(this MonoBehaviour monoBehaviour, Action action)
{
return monoBehaviour.StartCoroutine(ExecuteNextFrameCoroutine(action));
}
private static IEnumerator ExecuteNextFrameCoroutine(Action action)
{
yield return null;
action();
}
#endregion
#region End Of Frame
public static Coroutine ExecuteEndOfFrame(this MonoBehaviour monoBehaviour, Action action)
{
return monoBehaviour.StartCoroutine(ExecuteEndOfFrameCoroutine(action));
}
private static readonly WaitForEndOfFrame WaitForEndOfFrame = new WaitForEndOfFrame();
private static IEnumerator ExecuteEndOfFrameCoroutine(Action action)
{
yield return WaitForEndOfFrame;
action();
}
#endregion
#region After Frames
public static Coroutine ExecuteAfterFrames(this MonoBehaviour monoBehaviour, Action action, int frames)
{
return monoBehaviour.StartCoroutine(ExecuteAfterFramesCoroutine(action, frames));
}
private static IEnumerator ExecuteAfterFramesCoroutine(Action action, int frames)
{
var count = 0;
while (count < frames)
{
count++;
yield return null;
}
action();
}
#endregion
#region Next When Fixed Update
public static Coroutine ExecuteWhenFixedUpdate(this MonoBehaviour monoBehaviour, Action action)
{
return monoBehaviour.StartCoroutine(ExecuteWhenFixedUpdateCoroutine(action));
}
private static readonly WaitForFixedUpdate WaitForFixedUpdate = new WaitForFixedUpdate();
private static IEnumerator ExecuteWhenFixedUpdateCoroutine(Action action)
{
yield return WaitForFixedUpdate;
action();
}
#endregion
#region Restart
public static Coroutine RestartCoroutine(this MonoBehaviour monoBehaviour, string methodName)
{
monoBehaviour.StopCoroutine(methodName);
return monoBehaviour.StartCoroutine(methodName);
}
#endregion
#region Sync
public static Coroutine StartCoroutineSync(this MonoBehaviour monoBehaviour, IEnumerator enumerator)
{
return monoBehaviour.StartCoroutine(ToFixedCoroutine(enumerator));
}
private static IEnumerator ToFixedCoroutine(IEnumerator enumerator)
{
var parentsStack = new Stack<IEnumerator>();
var currentEnumerator = enumerator;
parentsStack.Push(currentEnumerator);
while (parentsStack.Count > 0)
{
currentEnumerator = parentsStack.Pop();
while (currentEnumerator.MoveNext())
{
if (currentEnumerator.Current is IEnumerator subEnumerator)
{
parentsStack.Push(currentEnumerator);
currentEnumerator = subEnumerator;
}
else
{
if (currentEnumerator.Current is bool check && check) continue;
yield return currentEnumerator.Current;
}
}
}
}
#endregion
#region Wait For
internal static IEnumerator WaitForSeconds(float second, bool timeScale)
{
if (timeScale)
{
yield return WaitForSeconds(second);
}
else
{
yield return WaitForSecondsRealtime(second);
}
}
internal static IEnumerator WaitForSeconds(float second)
{
var timer = 0f;
do
{
timer += Time.deltaTime;
yield return null;
} while (timer < second);
}
internal static IEnumerator WaitForSecondsRealtime(float second)
{
var timer = 0f;
do
{
timer += Time.unscaledDeltaTime;
yield return null;
} while (timer < second);
}
#endregion
#endregion
}
}