45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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namespace Utils
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{
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public static class Extensions
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{
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/// <summary>
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/// Get all interfaces in the given scene
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/// </summary>
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public static List<T> FindInterfaces<T>(this Scene scene)
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{
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var interfaces = new List<T>();
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var rootGameObjects = scene.GetRootGameObjects();
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foreach (var rootGameObject in rootGameObjects)
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{
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var childrenInterfaces = rootGameObject.GetComponentsInChildren<T>();
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foreach (var childInterface in childrenInterfaces)
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interfaces.Add(childInterface);
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}
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return interfaces;
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}
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public static float EvaluateMinMaxCurve(this ParticleSystem.MinMaxCurve curve, int t = 0)
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{
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switch (curve.mode)
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{
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case ParticleSystemCurveMode.Constant:
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return curve.constant;
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case ParticleSystemCurveMode.Curve:
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return curve.Evaluate(t);
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case ParticleSystemCurveMode.TwoCurves:
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return curve.EvaluateMinMaxCurve(t);
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case ParticleSystemCurveMode.TwoConstants:
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return Random.Range(curve.constantMin, curve.constantMax);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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} |