297 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			297 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using UnityEngine; | |||
|  | using System.Text; | |||
|  | using System.Collections; | |||
|  | using System.Collections.Generic; | |||
|  | 
 | |||
|  | namespace TMPro | |||
|  | { | |||
|  |     public static class TMPro_ExtensionMethods | |||
|  |     { | |||
|  |          | |||
|  |         /// <summary> | |||
|  |         /// Converts a string of 4 ascii characters to an int.  | |||
|  |         /// </summary> | |||
|  |         /// <param name="s">String comprised of 4 ascii characters.</param> | |||
|  |         /// <returns>The integer value for the string.</returns> | |||
|  |         internal static int TagToInt(this string s) | |||
|  |         { | |||
|  |             if (string.IsNullOrEmpty(s)) | |||
|  |                 return 0; | |||
|  |              | |||
|  |             return s[0] << 24 | s[1] << 16 | s[2] << 8 | s[3];             | |||
|  |         } | |||
|  |          | |||
|  |          | |||
|  |         public static int[] ToIntArray(this string text) | |||
|  |         { | |||
|  |             int[] intArray = new int[text.Length]; | |||
|  | 
 | |||
|  |             for (int i = 0; i < text.Length; i++) | |||
|  |             { | |||
|  |                 intArray[i] = text[i]; | |||
|  |             } | |||
|  | 
 | |||
|  |             return intArray; | |||
|  |         } | |||
|  | 
 | |||
|  |         public static string ArrayToString(this char[] chars) | |||
|  |         { | |||
|  |             string s = string.Empty; | |||
|  | 
 | |||
|  |             for (int i = 0; i < chars.Length && chars[i] != 0; i++) | |||
|  |             { | |||
|  |                 s += chars[i]; | |||
|  |             } | |||
|  | 
 | |||
|  |             return s; | |||
|  |         } | |||
|  | 
 | |||
|  |         public static string IntToString(this int[] unicodes) | |||
|  |         { | |||
|  |             char[] chars = new char[unicodes.Length]; | |||
|  | 
 | |||
|  |             for (int i = 0; i < unicodes.Length; i++) | |||
|  |             { | |||
|  |                 chars[i] = (char)unicodes[i]; | |||
|  |             } | |||
|  | 
 | |||
|  |             return new string(chars); | |||
|  |         } | |||
|  | 
 | |||
|  |         internal static string UintToString(this List<uint> unicodes) | |||
|  |         { | |||
|  |             char[] chars = new char[unicodes.Count]; | |||
|  | 
 | |||
|  |             for (int i = 0; i < unicodes.Count; i++) | |||
|  |             { | |||
|  |                 chars[i] = (char)unicodes[i]; | |||
|  |             } | |||
|  | 
 | |||
|  |             return new string(chars); | |||
|  |         } | |||
|  | 
 | |||
|  |         public static string IntToString(this int[] unicodes, int start, int length) | |||
|  |         { | |||
|  |             if (start > unicodes.Length) | |||
|  |                 return string.Empty; | |||
|  | 
 | |||
|  |             int end = Mathf.Min(start + length, unicodes.Length); | |||
|  | 
 | |||
|  |             char[] chars = new char[end - start]; | |||
|  | 
 | |||
|  |             int writeIndex = 0; | |||
|  | 
 | |||
|  |             for (int i = start; i < end; i++) | |||
|  |             { | |||
|  |                 chars[writeIndex++] = (char)unicodes[i]; | |||
|  |             } | |||
|  | 
 | |||
|  |             return new string(chars); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         public static int FindInstanceID <T> (this List<T> list, T target) where T : Object | |||
|  |         { | |||
|  |             int targetID = target.GetInstanceID(); | |||
|  | 
 | |||
|  |             for (int i = 0; i < list.Count; i++) | |||
|  |             { | |||
|  |                 if (list[i].GetInstanceID() == targetID) | |||
|  |                     return i; | |||
|  |             } | |||
|  |             return -1; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         public static bool Compare(this Color32 a, Color32 b) | |||
|  |         { | |||
|  |             return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; | |||
|  |         } | |||
|  | 
 | |||
|  | 		public static bool CompareRGB(this Color32 a, Color32 b) | |||
|  | 		{ | |||
|  | 			return a.r == b.r && a.g == b.g && a.b == b.b; | |||
|  | 		} | |||
|  | 
 | |||
|  | 		public static bool Compare(this Color a, Color b) | |||
|  |         { | |||
|  |             return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  | 		public static bool CompareRGB(this Color a, Color b) | |||
|  | 		{ | |||
|  | 			return a.r == b.r && a.g == b.g && a.b == b.b; | |||
|  | 		} | |||
|  | 
 | |||
|  | 
 | |||
|  |         public static Color32 Multiply (this Color32 c1, Color32 c2) | |||
|  |         { | |||
|  |             byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255); | |||
|  |             byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255); | |||
|  |             byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255); | |||
|  |             byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255); | |||
|  | 
 | |||
|  |             return new Color32(r, g, b, a); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         public static Color32 Tint (this Color32 c1, Color32 c2) | |||
|  |         { | |||
|  |             byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255); | |||
|  |             byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255); | |||
|  |             byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255); | |||
|  |             byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255); | |||
|  | 
 | |||
|  |             return new Color32(r, g, b, a); | |||
|  |         } | |||
|  | 
 | |||
|  |         public static Color32 Tint(this Color32 c1, float tint) | |||
|  |         { | |||
|  |             byte r = (byte)(Mathf.Clamp(c1.r / 255f * tint * 255, 0, 255)); | |||
|  |             byte g = (byte)(Mathf.Clamp(c1.g / 255f * tint * 255, 0, 255)); | |||
|  |             byte b = (byte)(Mathf.Clamp(c1.b / 255f * tint * 255, 0, 255)); | |||
|  |             byte a = (byte)(Mathf.Clamp(c1.a / 255f * tint * 255, 0, 255)); | |||
|  | 
 | |||
|  |             return new Color32(r, g, b, a); | |||
|  |         } | |||
|  | 
 | |||
|  |         internal static Color32 GammaToLinear(this Color32 c) | |||
|  |         { | |||
|  |             return new Color32(GammaToLinear(c.r), GammaToLinear(c.g), GammaToLinear(c.b), c.a); | |||
|  |         } | |||
|  | 
 | |||
|  |         static byte GammaToLinear(byte value) | |||
|  |         { | |||
|  |             float v = value / 255f; | |||
|  | 
 | |||
|  |             if (v <= 0.04045f) | |||
|  |                 return (byte)(v / 12.92f * 255f); | |||
|  | 
 | |||
|  |             if (v < 1.0f) | |||
|  |                 return (byte)(Mathf.Pow((v + 0.055f) / 1.055f, 2.4f) * 255); | |||
|  | 
 | |||
|  |             if (v == 1.0f) | |||
|  |                 return 255; | |||
|  | 
 | |||
|  |             return (byte)(Mathf.Pow(v, 2.2f) * 255); | |||
|  |         } | |||
|  | 
 | |||
|  |         public static Color MinAlpha(this Color c1, Color c2) | |||
|  |         { | |||
|  |             float a = c1.a < c2.a ? c1.a : c2.a; | |||
|  | 
 | |||
|  |             return new Color(c1.r, c1.g, c1.b, a); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         public static bool Compare(this Vector3 v1, Vector3 v2, int accuracy) | |||
|  |         { | |||
|  |             bool x = (int)(v1.x * accuracy) == (int)(v2.x * accuracy); | |||
|  |             bool y = (int)(v1.y * accuracy) == (int)(v2.y * accuracy); | |||
|  |             bool z = (int)(v1.z * accuracy) == (int)(v2.z * accuracy); | |||
|  | 
 | |||
|  |             return x && y && z; | |||
|  |         } | |||
|  | 
 | |||
|  |         public static bool Compare(this Quaternion q1, Quaternion q2, int accuracy) | |||
|  |         { | |||
|  |             bool x = (int)(q1.x * accuracy) == (int)(q2.x * accuracy); | |||
|  |             bool y = (int)(q1.y * accuracy) == (int)(q2.y * accuracy); | |||
|  |             bool z = (int)(q1.z * accuracy) == (int)(q2.z * accuracy); | |||
|  |             bool w = (int)(q1.w * accuracy) == (int)(q2.w * accuracy); | |||
|  | 
 | |||
|  |             return x && y && z && w; | |||
|  |         } | |||
|  | 
 | |||
|  |         //public static void AddElementAtIndex<T>(this T[] array, int writeIndex, T item) | |||
|  |         //{ | |||
|  |         //    if (writeIndex >= array.Length) | |||
|  |         //        System.Array.Resize(ref array, Mathf.NextPowerOfTwo(writeIndex + 1)); | |||
|  | 
 | |||
|  |         //    array[writeIndex] = item; | |||
|  |         //} | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Insert item into array at index. | |||
|  |         /// </summary> | |||
|  |         /// <typeparam name="T"></typeparam> | |||
|  |         /// <param name="array"></param> | |||
|  |         /// <param name="index"></param> | |||
|  |         /// <param name="item"></param> | |||
|  |         //public static void Insert<T>(this T[] array, int index, T item) | |||
|  |         //{ | |||
|  |         //    if (index > array.Length - 1) return; | |||
|  | 
 | |||
|  |         //    T savedItem = item; | |||
|  | 
 | |||
|  |         //    for (int i = index; i < array.Length; i++) | |||
|  |         //    { | |||
|  |         //        savedItem = array[i]; | |||
|  | 
 | |||
|  |         //        array[i] = item; | |||
|  | 
 | |||
|  |         //        item = savedItem; | |||
|  |         //    } | |||
|  |         //} | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Insert item into array at index. | |||
|  |         /// </summary> | |||
|  |         /// <typeparam name="T"></typeparam> | |||
|  |         /// <param name="array"></param> | |||
|  |         /// <param name="index"></param> | |||
|  |         /// <param name="item"></param> | |||
|  |         //public static void Insert<T>(this T[] array, int index, T[] items) | |||
|  |         //{ | |||
|  |         //    if (index > array.Length - 1) return; | |||
|  | 
 | |||
|  |         //    System.Array.Resize(ref array, array.Length + items.Length); | |||
|  | 
 | |||
|  |         //    int sourceIndex = 0; | |||
|  | 
 | |||
|  |         //    T savedItem = items[sourceIndex]; | |||
|  | 
 | |||
|  |         //    for (int i = index; i < array.Length; i++) | |||
|  |         //    { | |||
|  |         //        savedItem = array[i]; | |||
|  | 
 | |||
|  |         //        array[i] = items[sourceIndex]; | |||
|  | 
 | |||
|  |         //        items[sourceIndex] = savedItem; | |||
|  | 
 | |||
|  |         //        if (sourceIndex < items.Length - 1) | |||
|  |         //            sourceIndex += 1; | |||
|  |         //        else | |||
|  |         //            sourceIndex = 0; | |||
|  |         //    } | |||
|  |         //} | |||
|  | 
 | |||
|  |     } | |||
|  | 
 | |||
|  |     public static class TMP_Math | |||
|  |     { | |||
|  |         public const float FLOAT_MAX = 32767; | |||
|  |         public const float FLOAT_MIN = -32767; | |||
|  |         public const int INT_MAX = 2147483647; | |||
|  |         public const int INT_MIN = -2147483647; | |||
|  | 
 | |||
|  |         public const float FLOAT_UNSET = -32767; | |||
|  |         public const int INT_UNSET = -32767; | |||
|  | 
 | |||
|  |         public static Vector2 MAX_16BIT = new Vector2(FLOAT_MAX, FLOAT_MAX); | |||
|  |         public static Vector2 MIN_16BIT = new Vector2(FLOAT_MIN, FLOAT_MIN); | |||
|  | 
 | |||
|  |         public static bool Approximately(float a, float b) | |||
|  |         { | |||
|  |             return (b - 0.0001f) < a && a < (b + 0.0001f); | |||
|  |         } | |||
|  | 
 | |||
|  |         public static int Mod(int a, int b) | |||
|  |         { | |||
|  |             int r = a % b; | |||
|  |             return r < 0 ? r + b : r; | |||
|  |         } | |||
|  |     } | |||
|  | } |