using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Linq
{
public static partial class GameObjectExtensions
{
/// Returns a collection of GameObjects that contains the ancestors of every GameObject in the source collection.
public static IEnumerable Ancestors(this IEnumerable source)
{
foreach (var item in source)
{
var e = item.Ancestors().GetEnumerator();
while (e.MoveNext())
{
yield return e.Current;
}
}
}
/// Returns a collection of GameObjects that contains every GameObject in the source collection, and the ancestors of every GameObject in the source collection.
public static IEnumerable AncestorsAndSelf(this IEnumerable source)
{
foreach (var item in source)
{
var e = item.AncestorsAndSelf().GetEnumerator();
while (e.MoveNext())
{
yield return e.Current;
}
}
}
/// Returns a collection of GameObjects that contains the descendant GameObjects of every GameObject in the source collection.
public static IEnumerable Descendants(this IEnumerable source, Func descendIntoChildren = null)
{
foreach (var item in source)
{
var e = item.Descendants(descendIntoChildren).GetEnumerator();
while (e.MoveNext())
{
yield return e.Current;
}
}
}
/// Returns a collection of GameObjects that contains every GameObject in the source collection, and the descendent GameObjects of every GameObject in the source collection.
public static IEnumerable DescendantsAndSelf(this IEnumerable source, Func descendIntoChildren = null)
{
foreach (var item in source)
{
var e = item.DescendantsAndSelf(descendIntoChildren).GetEnumerator();
while (e.MoveNext())
{
yield return e.Current;
}
}
}
/// Returns a collection of the child GameObjects of every GameObject in the source collection.
public static IEnumerable Children(this IEnumerable source)
{
foreach (var item in source)
{
var e = item.Children().GetEnumerator();
while (e.MoveNext())
{
yield return e.Current;
}
}
}
/// Returns a collection of GameObjects that contains every GameObject in the source collection, and the child GameObjects of every GameObject in the source collection.
public static IEnumerable ChildrenAndSelf(this IEnumerable source)
{
foreach (var item in source)
{
var e = item.ChildrenAndSelf().GetEnumerator();
while (e.MoveNext())
{
yield return e.Current;
}
}
}
/// Destroy every GameObject in the source collection safety(check null).
/// If in EditMode, should be true or pass !Application.isPlaying.
/// set to parent = null.
public static void Destroy(this IEnumerable source, bool useDestroyImmediate = false, bool detachParent = false)
{
if (detachParent)
{
var l = new List(source); // avoid halloween problem
var e = l.GetEnumerator(); // get struct enumerator for avoid unity's compiler bug(avoid boxing)
while (e.MoveNext())
{
e.Current.Destroy(useDestroyImmediate, true);
}
}
else
{
foreach (var item in source)
{
item.Destroy(useDestroyImmediate, false); // doesn't detach.
}
}
}
/// Returns a collection of specified component in the source collection.
public static IEnumerable OfComponent(this IEnumerable source)
where T : UnityEngine.Component
{
foreach (var item in source)
{
#if UNITY_EDITOR
var cache = ComponentCache.Instance;
item.GetComponents(cache);
if (cache.Count != 0)
{
var component = cache[0];
cache.Clear();
yield return component;
}
#else
var component = item.GetComponent();
if (component != null)
{
yield return component;
}
#endif
}
}
#if UNITY_EDITOR
class ComponentCache
{
public static readonly List Instance = new List(); // for no allocate on UNITY_EDITOR
}
#endif
/// Store element into the buffer, return number is size. array is automaticaly expanded.
public static int ToArrayNonAlloc(this IEnumerable source, ref T[] array)
{
var index = 0;
foreach (var item in source)
{
if (array.Length == index)
{
var newSize = (index == 0) ? 4 : index * 2;
Array.Resize(ref array, newSize);
}
array[index++] = item;
}
return index;
}
}
}