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Bob.Song
2026-03-05 18:07:55 +08:00
commit e125bb869e
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using UnityEngine;
namespace NBF
{
public static class Extensions
{
/// <summary>
/// Return the square of the given value.
/// </summary>
public static int square(this int value)
{
return value * value;
}
/// <summary>
/// Return the square of the given value.
/// </summary>
public static float square(this float value)
{
return value * value;
}
/// <summary>
/// Checks whether value is near to zero within a tolerance.
/// </summary>
public static bool isZero(this float value)
{
const float kTolerance = 0.0000000001f;
return Mathf.Abs(value) < kTolerance;
}
/// <summary>
/// Returns a copy of given vector with only X component of the vector.
/// </summary>
public static Vector3 onlyX(this Vector3 vector3)
{
vector3.y = 0.0f;
vector3.z = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only Y component of the vector.
/// </summary>
public static Vector3 onlyY(this Vector3 vector3)
{
vector3.x = 0.0f;
vector3.z = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only Z component of the vector.
/// </summary>
public static Vector3 onlyZ(this Vector3 vector3)
{
vector3.x = 0.0f;
vector3.y = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only X and Y components of the vector.
/// </summary>
public static Vector3 onlyXY(this Vector3 vector3)
{
vector3.z = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only X and Z components of the vector.
/// </summary>
public static Vector3 onlyXZ(this Vector3 vector3)
{
vector3.y = 0.0f;
return vector3;
}
/// <summary>
/// Checks whether vector is near to zero within a tolerance.
/// </summary>
public static bool isZero(this Vector2 vector2)
{
return vector2.sqrMagnitude < 9.99999943962493E-11;
}
/// <summary>
/// Checks whether vector is near to zero within a tolerance.
/// </summary>
public static bool isZero(this Vector3 vector3)
{
return vector3.sqrMagnitude < 9.99999943962493E-11;
}
/// <summary>
/// Checks whether vector is exceeding the magnitude within a small error tolerance.
/// </summary>
public static bool isExceeding(this Vector3 vector3, float magnitude)
{
// Allow 1% error tolerance, to account for numeric imprecision.
const float kErrorTolerance = 1.01f;
return vector3.sqrMagnitude > magnitude * magnitude * kErrorTolerance;
}
/// <summary>
/// Returns a copy of given vector with a magnitude of 1,
/// and outs its magnitude before normalization.
///
/// If the vector is too small to be normalized a zero vector will be returned.
/// </summary>
public static Vector3 normalized(this Vector3 vector3, out float magnitude)
{
magnitude = vector3.magnitude;
if (magnitude > 9.99999974737875E-06)
return vector3 / magnitude;
magnitude = 0.0f;
return Vector3.zero;
}
/// <summary>
/// Dot product of two vectors.
/// </summary>
public static float dot(this Vector3 vector3, Vector3 otherVector3)
{
return Vector3.Dot(vector3, otherVector3);
}
/// <summary>
/// Returns a copy of given vector projected onto normal vector.
/// </summary>
public static Vector3 projectedOn(this Vector3 thisVector, Vector3 normal)
{
return Vector3.Project(thisVector, normal);
}
/// <summary>
/// Returns a copy of given vector projected onto a plane defined by a normal orthogonal to the plane.
/// </summary>
public static Vector3 projectedOnPlane(this Vector3 thisVector, Vector3 planeNormal)
{
return Vector3.ProjectOnPlane(thisVector, planeNormal);
}
/// <summary>
/// Returns a copy of given vector with its magnitude clamped to maxLength.
/// </summary>
public static Vector3 clampedTo(this Vector3 vector3, float maxLength)
{
return Vector3.ClampMagnitude(vector3, maxLength);
}
/// <summary>
/// Returns a copy of given vector perpendicular to other vector.
/// </summary>
public static Vector3 perpendicularTo(this Vector3 thisVector, Vector3 otherVector)
{
return Vector3.Cross(thisVector, otherVector).normalized;
}
/// <summary>
/// Returns a copy of given vector adjusted to be tangent to a specified surface normal relatively to given up axis.
/// </summary>
public static Vector3 tangentTo(this Vector3 thisVector, Vector3 normal, Vector3 up)
{
Vector3 r = thisVector.perpendicularTo(up);
Vector3 t = normal.perpendicularTo(r);
return t * thisVector.magnitude;
}
/// <summary>
/// Transforms a vector to be relative to given transform.
/// If isPlanar == true, the transform will be applied on the plane defined by world up axis.
/// </summary>
public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, bool isPlanar = true)
{
Vector3 forward = relativeToThis.forward;
if (isPlanar)
{
Vector3 upAxis = Vector3.up;
forward = forward.projectedOnPlane(upAxis);
if (forward.isZero())
forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis);
}
Quaternion q = Quaternion.LookRotation(forward);
return q * vector3;
}
/// <summary>
/// Transforms a vector to be relative to given transform.
/// If isPlanar == true, the transform will be applied on the plane defined by upAxis.
/// </summary>
public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, Vector3 upAxis, bool isPlanar = true)
{
Vector3 forward = relativeToThis.forward;
if (isPlanar)
{
forward = Vector3.ProjectOnPlane(forward, upAxis);
if (forward.isZero())
forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis);
}
Quaternion q = Quaternion.LookRotation(forward, upAxis);
return q * vector3;
}
/// <summary>
/// Clamps the given quaternion pitch rotation between the given minPitchAngle and maxPitchAngle.
/// </summary>
public static Quaternion clampPitch(this Quaternion quaternion, float minPitchAngle, float maxPitchAngle)
{
quaternion.x /= quaternion.w;
quaternion.y /= quaternion.w;
quaternion.z /= quaternion.w;
quaternion.w = 1.0f;
float pitch = Mathf.Clamp(2.0f * Mathf.Rad2Deg * Mathf.Atan(quaternion.x), minPitchAngle, maxPitchAngle);
quaternion.x = Mathf.Tan(pitch * 0.5f * Mathf.Deg2Rad);
return quaternion;
}
}
}

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fileFormatVersion: 2
guid: 3308733cfb774828bac0a5740bedd645
timeCreated: 1748527846

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using FairyGUI;
namespace NBF
{
public static class FairyGUIExtensions
{
public static void Click(this GButton button)
{
button.FireClick(true);
button.onClick.Call();
}
}
}

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fileFormatVersion: 2
guid: 6f9d43645df348cc8e3e498a7570cd2f
timeCreated: 1749008303

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using System;
using System.Collections.Generic;
using System.Reflection;
using NBF.Setting;
namespace NBF
{
public static class ListExtends
{
public static void SortBySortAttribute(this List<OptionBase> list)
{
if (list == null)
throw new ArgumentNullException(nameof(list));
list.Sort((a, b) =>
{
var orderA = GetSortOrder(a);
var orderB = GetSortOrder(b);
return orderA.CompareTo(orderB);
});
}
private static int GetSortOrder(OptionBase option)
{
if (option == null)
return 999;
var sortAttribute = option.GetType()
.GetCustomAttribute<SortAttribute>(inherit: false);
return sortAttribute?.Sort ?? 999;
}
}
}

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fileFormatVersion: 2
guid: 87135425aeb24b8ead2f411dceabb955
timeCreated: 1748591603

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namespace NBF
{
public static class StringExtends
{
public static string GetLastString(this string str)
{
int lastIndex = str.LastIndexOf('_');
return str.Substring(lastIndex + 1);
}
}
}

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fileFormatVersion: 2
guid: c73591289b8944f6b5a2c50787cba505
timeCreated: 1744904286