EyE.Unity.Extensions Namespace Reference

Classes

class  GameObjectExtensions
 Contains various static convenience and extension function for Unity GameObjects.
 
interface  IAccessPreferences
 All Preference options, via PrefOptionBase, implement this interface. It is used by the PrefOptionBaseEditorDrawingExtensions functions to draw any type of Preference, regardless of which IStorePreferences interface it uses.
 
class  InterfaceTypeDefaults
 This static class is used to store a singleton instance for each type of IStorePreferences
 
interface  IStorePreferences
 This Interface is intended to allow consistent access to either Player Preferences(available in final build) or Editor Preferences(available only when running in the editor). Two classes in this Product: EditorPrefInterface, and PlayerPrefInterface implement the IStorePreferences interface, using Unity's EditorPref, and PlayerPref classes respectively.
 
class  Mathg
 The class provide a few math functions and constants that Unity's Mathf class does not.
 
class  MultikeyPrefHelper
 MultikeyPrefHelper provides convenience functions for checking, reading, storing and deleting Vector3, Vector2, Color, and Enums in Unity's preferences storage.
 
class  PlayerPrefInterface
 This class wraps the UnityEngine.PlayerPrefs class in the IStorePreferences interface so that it be accessed in the same way as EditorPrefs. It provides functions that will allow Adding/Deleting/Setting/Getting player preferences by Loading/Saving them from/to disk. Another class in this product: EditorPrefInterface implements the IStorePreferences interface too,but uses Unity's EditorPrefs class. Users of the IStorePreferences interface can uses either of these two concrete classes in exactly the same way.
 
class  PlayerPrefOption
 This class is used to specify preferences stored via the PlayerPrefInterface. It is derived from the PrefOptionBase class. It contains details about the current value of the option, and the Unity PlayerPref key-string of course, but it also contains a default value, and label GUIContent. It provides a Value accessor function, which, along with the constructor, handle loading and saving the value to PlayerPrefInterface for the programmer.
But keep in mind, the load/save operation will be performed every-time Value is accessed: while quite convenient, this could effect performance of loops and such.
 
class  PlayerPrefOptionArray
 This class is used to access preferences stored via the PlayerPrefInterface. It is derived from the PrefOptionBase class. It contains details about the current value of the option, and the key string of course, but it also contains a default value, and label GUIContent. It provides a Value accessor function, which, along with the constructor, handle loading and saving the value to PlayerPrefInterface for the programmer. But keep in mind, the load/save operation will be performed every-time Value is accessed: while quite convenient, this could effect performance of loops and such.
 
class  PrefOptionArrayBase
 Similar in form to the PrefOptionBase class, this class is used to specify a preference that is to be stored as an array of values. Both EditorPrefOptionArray and PlayerPrefOptionArray classes are derived from this one, with each using a specific IStorePreferences interface for the PrefInterfaceType parameter. Unless creating your own IStorePreferences-implementing-class, users should use one of those two derived classes, rather than this one.
 
class  PrefOptionBase
 PrefOptionBase's are used by the programmer to completely specify a "Preference setting" in a standardized manner. Both, the type of value stored, and a concrete type implementing IStorePreferences, are used as generic arguments for this class. When the PrefOption does NOT need to be PrefInterfaceType agnostic: Both EditorPrefOption and PlayerPrefOption classes are derived from this one, with each using a specific IStorePreferences interface for the PrefInterfaceType parameter. Unless creating your own IStorePreferences implementing class, users should usually implement one of those two derived classes, rather than this one. Members contains details about the current value of the option, and the key string which is used to uniquely identify the preference. It also contains a default value, and a display label GUIContent. It provides a Value accessor function, which, does NOT do automatic loading and saving the value to PlayerPrefs for the programmer (thus "manual" in the class name). If you want Load and Save to be automatic, use the derived PlayerPrefOption or EditorPrefOption classes instead.
 
class  PrefsFromXmlDocs
 The class contains functions for Generated Various Prefs using the fieldName and, for the tool-tip the XMLDocumentataion for the specified field.
 
class  RectExtensions
 Contains multiple extension functions for use with the Rect class.
 
class  TransformExtensions
 Class providing some extended function that help perform certain tasks with Unity's Transforms.
 
class  Vector3Extensions
 this extension class contains some simple but useful mathematical functions that can be performed on Vector3's.
 
class  XmlPreferenceInterface
 Type of PReference interface that stores preferences to an XML file, rather than the standard unity location for storing PlayerPrefs and EditorPrefs. By default this class uses the application data path for storage of this file, and by default names the file "XMLPrefs.xml". While the static version of this classes functions will always use these options, you may create your own instance of this class, and assign it different path values.
 
class  XmlPrefOption
 This class is used to specify preferences stored via the PlayerPrefInterface. It is derived from the PrefOptionBase class. It contains details about the current value of the option, and the Unity PlayerPref key-string of course, but it also contains a default value, and label GUIContent. It provides a Value accessor function, which, along with the constructor, handle loading and saving the value to PlayerPrefInterface for the programmer.
But keep in mind, the load/save operation will be performed every-time Value is accessed: while quite convenient, this could effect performance of loops and such.