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Common.Transform
DucNV_2000 edited this page Jul 10, 2024
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1 revision
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ClearTransform
Clear all child game object of transform
// API
Transform ClearTransform(this Transform transform)
Example
public GameObject container;
public void ClearContainer()
{
container.transform.ClearTransform();
// or
Common.ClearTransform(container.transform);
}
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ToWorldPosition
Convert UI position to world position
// API
Vector2 ToWorldPosition(this RectTransform transform, Camera camera = null)
Note: if camera is null, then camera is equal to main camera (Camera.main
)
Example
public RectTransform rect;
public Camera camera;
Vector2 GetPos()
{
return rect.ToWorldPosition(camera);
// or return Common.ToWorldPosition(rect, camera);
}
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SetPositionX
Set position x, y or z
// API
void SetPositionX(this Transform transform, float x)
void SetPositionY(this Transform transform, float y)
void SetPositionZ(this Transform transform, float z)
Example
public Transform trans;
public void SetPositionX()
{
trans.SetPositionX(1.2f);
// or
Common.SetPositionX(trans, 1.2f);
}
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SetPositionXY
Set position x and y
// API
void SetPositionXY(this Transform transform, in Vector2 v2)
void SetPositionXY(this Transform transform, float x, float y)
void SetPositionXY(this Transform transform, Transform target)
- Similar to
SetPositionXY
, there is alsoSetPositionYZ
andSetPositionXZ
Example
public Transform trans;
public Vector2 v2;
public Transform transTarget;
public void SetPositionXY()
{
trans.SetPositionXY(1.2f, 3.1f);
trans.SetPositionXY(v2);
trans.SetPositionXY(transTarget);
}
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SetRelativePositionX
Add an amount to the x coordinate (Similar api for y and z coordinates)
// API
void SetRelativePositionX(this Transform transform, float x)
void SetRelativePositionY(this Transform transform, float y)
void SetRelativePositionZ(this Transform transform, float z)
Example
public Transform trans;
/// <summary>
/// Suppose: trans.position.x: 1
/// After SetRelativePositionX: 1 + 1.2f = 2.2f
/// </summary>
public void SetPosition()
{
trans.SetRelativePositionX(1.2f);
}
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SetRelativePositionXY
Add an amount to the x and y coordinate
// API
void SetRelativePositionXY(this Transform transform, in Vector2 v2)
void SetRelativePositionXY(this Transform transform, float x, float y)
void SetRelativePositionXY(this Transform transform, Transform target)
- Similar to
SetRelativePositionXY
, there is alsoSetRelativePositionXZ
andSetRelativePositionYZ
Example
public Transform trans;
public Vector2 v2;
public Transform transTarget;
public void SetPosition()
{
trans.SetRelativePositionXY(1.2f, 3.1f);
trans.SetRelativePositionXY(v2);
trans.SetRelativePositionXY(transTarget);
}
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SetLocalPositionX
Set local position x , y or z coordinate
// API
void SetLocalPositionX(this Transform transform, float x)
void SetLocalPositionY(this Transform transform, float y)
void SetLocalPositionZ(this Transform transform, float z)
Example
public Transform trans;
public void SetPosition()
{
trans.SetLocalPositionX(1.2f);
// or
Common.SetLocalPositionX(trans, 1.2f)
}
-
SetLocalPositionXY
,SetLocalPositionXZ
,SetLocalPositionYZ
Set local position for x and y coordinate
// API
void SetLocalPositionXY(this Transform transform, in Vector2 v2)
void SetLocalPositionXY(this Transform transform, float x, float y)
void SetLocalPositionXY(this Transform transform, Transform target)
void SetLocalPositionXZ(this Transform transform, in Vector2 v2)
void SetLocalPositionXZ(this Transform transform, float x, float z)
void SetLocalPositionXZ(this Transform transform, Transform target)
void SetLocalPositionYZ(this Transform transform, in Vector2 v2)
void SetLocalPositionYZ(this Transform transform, float y, float z)
void SetLocalPositionYZ(this Transform transform, Transform target)
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SetRelativeLocalPositionX
,SetRelativeLocalPositionY
,SetRelativeLocalPositionZ
Add an amount to the x, y or z local coordinate
//API
void SetRelativeLocalPositionX(this Transform transform, float x)
void SetRelativeLocalPositionY(this Transform transform, float y)
void SetRelativeLocalPositionZ(this Transform transform, float z)
-
SetRelativeLocalPositionXY
Add an amount to x and y local coordinate - Similar to
SetRelativeLocalPositionXY
, there is alsoSetRelativeLocalPositionXZ
andSetRelativeLocalPositionYZ
// API
void SetRelativeLocalPositionXY(this Transform transform, in Vector2 v2)
void SetRelativeLocalPositionXY(this Transform transform, float x, float y)
void SetRelativeLocalPositionXY(this Transform transform, Transform target)
void SetRelativeLocalPositionXZ(this Transform transform, in Vector2 v2)
void SetRelativeLocalPositionXZ(this Transform transform, float x, float z)
void SetRelativeLocalPositionXZ(this Transform transform, Transform target)
void SetRelativeLocalPositionYZ(this Transform transform, in Vector2 v2)
void SetRelativeLocalPositionYZ(this Transform transform, float y, float z)
void SetRelativeLocalPositionYZ(this Transform transform, Transform target)
-
SetScaleX
Set scale x, y or z
// API
void SetScaleX(this Transform transform, float x)
void SetScaleY(this Transform transform, float y)
void SetScaleZ(this Transform transform, float z)
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SetScaleXY
,SetScaleXZ
,SetScaleYZ
Set scale x and y, x and z, y and z
// API
void SetScaleXY(this Transform transform, in Vector2 v2)
void SetScaleXY(this Transform transform, float x, float y)
void SetScaleXY(this Transform transform, float value) // scale x and y are the same value
void SetScaleXY(this Transform transform, Transform target)
void SetScaleXZ(this Transform transform, in Vector2 v2)
void SetScaleXZ(this Transform transform, float x, float z)
void SetScaleXZ(this Transform transform, float value)
void SetScaleXZ(this Transform transform, Transform target)
void SetScaleYZ(this Transform transform, in Vector2 v2)
void SetScaleYZ(this Transform transform, float y, float z)
void SetScaleYZ(this Transform transform, float value)
void SetScaleYZ(this Transform transform, Transform target)
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SetScale
Set the x, y, and z scales to the same value
// API
static void SetScale(this Transform transform, float value)
-
SetRelativeScaleX
,SetRelativeScaleY
,SetRelativeScaleZ
Add an amount to x, y or z scale
// API
void SetRelativeScaleX(this Transform transform, float x)
void SetRelativeScaleY(this Transform transform, float y)
void SetRelativeScaleZ(this Transform transform, float z)
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SetRelativeScaleXY
,SetRelativeScaleXZ
,SetRelativeScaleYZ
Add an amount to (x,y), (x,z) or (y,z) scale
/// API
void SetRelativeScaleXY(this Transform transform, in Vector2 v2)
void SetRelativeScaleXY(this Transform transform, float x, float y)
void SetRelativeScaleXY(this Transform transform, float value) // (x = x + value, y = y + value)
void SetRelativeScaleXY(this Transform transform, Transform target)
void SetRelativeScaleXZ(this Transform transform, in Vector2 v2)
void SetRelativeScaleXZ(this Transform transform, float x, float z)
void SetRelativeScaleXZ(this Transform transform, float value)
void SetRelativeScaleXZ(this Transform transform, Transform target)
void SetRelativeScaleYZ(this Transform transform, in Vector2 v2)
void SetRelativeScaleYZ(this Transform transform, float y, float z)
void SetRelativeScaleYZ(this Transform transform, float value)
void SetRelativeScaleYZ(this Transform transform, Transform target)
-
SetRelativeScale
Add an amount equal tovalue
to x, y and z
/// API
void SetRelativeScale(this Transform transform, float value)
-
SetRotationX
,SetRotationY
andSetRotationZ
Set eulerAngles x, y or z
/// API
void SetRotationX(this Transform transform, float x)
void SetRotationY(this Transform transform, float y)
void SetRotationZ(this Transform transform, float z)
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SetRotationXY
,SetRotationXZ
andSetRotationYZ
Set eulerAngles (x,y), (x,z) or (y, z)
/// API
void SetRotationXY(this Transform transform, in Vector2 v2)
void SetRotationXY(this Transform transform, float x, float y)
void SetRotationXY(this Transform transform, Transform target)
void SetRotationXZ(this Transform transform, in Vector2 v2)
void SetRotationXZ(this Transform transform, float x, float z)
void SetRotationXZ(this Transform transform, Transform target)
void SetRotationYZ(this Transform transform, in Vector2 v2)
void SetRotationYZ(this Transform transform, float y, float z)
void SetRotationYZ(this Transform transform, Transform target)
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SetRelativeRotationX
,SetRelativeRotationY
andSetRelativeRotationZ
Add an amount to x, y or z eulerAngles
/// API
void SetRelativeRotationX(this Transform transform, float x)
void SetRelativeRotationY(this Transform transform, float y)
void SetRelativeRotationZ(this Transform transform, float z)
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SetRelativeRotationXY
,SetRelativeRotationXZ
,SetRelativeRotationYZ
Add a amount to (x,y), (x,z) or (y, z) eulerAngles
/// API
void SetRelativeRotationXY(this Transform transform, in Vector2 v2)
void SetRelativeRotationXY(this Transform transform, float x, float y)
void SetRelativeRotationXY(this Transform transform, Transform target)
void SetRelativeRotationXZ(this Transform transform, in Vector2 v2)
void SetRelativeRotationXZ(this Transform transform, float x, float z)
void SetRelativeRotationXZ(this Transform transform, Transform target)
void SetRelativeRotationYZ(this Transform transform, in Vector2 v2)
void SetRelativeRotationYZ(this Transform transform, float y, float z)
void SetRelativeRotationYZ(this Transform transform, Transform target)
-
SetLocalRotationX
,SetLocalRotationY
andSetLocalRotationZ
Set localEulerAngles x, y or z
/// API
void SetLocalRotationX(this Transform transform, float x)
void SetLocalRotationY(this Transform transform, float y)
void SetLocalRotationZ(this Transform transform, float z)
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SetLocalRotationXY
,SetLocalRotationXZ
andSetLocalRotationYZ
Set localEulerAngles (x, y), (x, z) or (y, z)
/// API
void SetLocalRotationXY(this Transform transform, in Vector2 v2)
void SetLocalRotationXY(this Transform transform, float x, float y)
void SetLocalRotationXY(this Transform transform, Transform target)
void SetLocalRotationXZ(this Transform transform, in Vector2 v2)
void SetLocalRotationXZ(this Transform transform, float x, float z)
void SetLocalRotationXZ(this Transform transform, Transform target)
void SetLocalRotationYZ(this Transform transform, in Vector2 v2)
void SetLocalRotationYZ(this Transform transform, float y, float z)
void SetLocalRotationYZ(this Transform transform, Transform target)
-
SetRelativeLocalRotationX
,SetRelativeLocalRotationY
andSetRelativeLocalRotationZ
Add an amount x, y or z localEulerAngles
/// API
void SetRelativeLocalRotationX(this Transform transform, float x)
void SetRelativeLocalRotationY(this Transform transform, float y)
void SetRelativeLocalRotationZ(this Transform transform, float z)
-
SetRelativeLocalRotationXY
,SetRelativeLocalRotationXZ
andSetRelativeLocalRotationYZ
Add an amount (x, y), (x, z) or (y, z) localEulerAngles
/// API
void SetRelativeLocalRotationXY(this Transform transform, in Vector2 v2)
void SetRelativeLocalRotationXY(this Transform transform, float x, float y)
void SetRelativeLocalRotationXY(this Transform transform, Transform target)
void SetRelativeLocalRotationXZ(this Transform transform, in Vector2 v2)
void SetRelativeLocalRotationXZ(this Transform transform, float x, float z)
void SetRelativeLocalRotationXZ(this Transform transform, Transform target)
void SetRelativeLocalRotationYZ(this Transform transform, in Vector2 v2)
void SetRelativeLocalRotationYZ(this Transform transform, float y, float z)
void SetRelativeLocalRotationYZ(this Transform transform, Transform target)
-
SetAnchoredPositionX
,SetAnchoredPositionY
andSetAnchoredPositionZ
Set anchoredPosition x, y or z
/// API
void SetAnchoredPositionX(this RectTransform rectTransform, float x)
void SetAnchoredPositionY(this RectTransform rectTransform, float y)
void SetAnchoredPositionZ(this RectTransform rectTransform, float z)
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SetRelativeAnchoredPositionX
,SetRelativeAnchoredPositionY
andSetRelativeAnchoredPositionZ
Add an amount x, y or z anchoredPosition
/// API
void SetRelativeAnchoredPositionX(this RectTransform rectTransform, float x)
void SetRelativeAnchoredPositionY(this RectTransform rectTransform, float y)
void SetRelativeAnchoredPositionZ(this RectTransform rectTransform, float z)