// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
#region
using UnityEngine;
#endregion
namespace NWH.Common.Utility
{
///
/// Extension methods for GameObject and Transform operations.
///
public static class GameObjectExtensions
{
///
/// Calculates the combined bounds of all MeshRenderers in a GameObject and its children.
///
/// GameObject to calculate bounds for.
/// Combined bounds encapsulating all child renderers.
public static Bounds FindBoundsIncludeChildren(this GameObject gameObject)
{
Bounds bounds = new();
foreach (MeshRenderer mr in gameObject.GetComponentsInChildren())
{
bounds.Encapsulate(mr.bounds);
}
return bounds;
}
///
/// Searches for a component in parent GameObjects, with option to include inactive objects.
/// More flexible than Unity's built-in GetComponentInParent.
///
/// Type of component to find.
/// Starting transform.
/// Include inactive GameObjects in search.
/// First component of type T found in parents, or null if none found.
public static T GetComponentInParent(this Transform transform, bool includeInactive = true)
where T : Component
{
Transform here = transform;
T result = null;
while (here && !result)
{
if (includeInactive || here.gameObject.activeSelf)
{
result = here.GetComponent();
}
here = here.parent;
}
return result;
}
///
/// Searches for a component in parents first, then children if not found.
/// Combines functionality of GetComponentInParent and GetComponentInChildren.
///
/// Type of component to find.
/// Starting transform.
/// Include inactive GameObjects in search.
/// First component of type T found, or null if none found.
public static T GetComponentInParentsOrChildren(this Transform transform, bool includeInactive = true)
where T : Component
{
T result = transform.GetComponentInParent(includeInactive);
if (result == null)
{
result = transform.GetComponentInChildren(includeInactive);
}
return result;
}
}
}