Car/Assets/VolumetricLightBeam/Editor/TargetList.cs

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace VLB
{
public class TargetList<T> : IEnumerable<T> where T : MonoBehaviour
{
public int Count { get { return m_Targets != null ? m_Targets.Count : 0; } }
public T this[int key] { get { return m_Targets != null ? m_Targets[key] : null; } }
public List<T> m_Targets = null;
public TargetList(UnityEngine.Object[] entities)
{
m_Targets = new List<T>();
foreach (var entity in entities)
{
if (entity is T)
{
m_Targets.Add(entity as T); // directly get the component from the object
}
else
{
// otherwise get access from the current MonoBehaviour, in case the current MonoBehaviour is not the type wanted as target
var behaviour = entity as MonoBehaviour;
var comp = behaviour.GetComponent<T>();
if (comp)
m_Targets.Add(comp);
}
}
Debug.Assert(m_Targets.Count > 0);
}
public bool HasAtLeastOneTargetWith(System.Func<T, bool> lambda)
{
foreach (var target in m_Targets)
{
if (lambda(target))
{
return true;
}
}
return false;
}
public bool HaveAll(System.Func<T, bool> lambda)
{
if (m_Targets.Count == 0) return false;
foreach (var target in m_Targets)
{
if (!lambda(target))
{
return false;
}
}
return true;
}
public void RecordUndoAction(string name, System.Action<T> lambda)
{
Undo.RecordObjects(m_Targets.ToArray(), name);
foreach (var target in m_Targets)
{
lambda(target);
}
}
// make this object foreach compatible
public IEnumerator<T> GetEnumerator()
{
foreach (var target in m_Targets)
yield return target;
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
}
}
#endif