Contains various static convenience and extension function for Unity GameObjects.
|
delegate Component | EditorAddComponentWithUndo (GameObject gameObject, System.Type componentType) |
| Defines a delegate signature that takes a GameObject, and component type, and returns a reference to a component. This is used to define the EditorAddComponent member.
|
|
delegate Object | EditorInstanceIDToObjectFunction (int instanceID) |
| Delegate Used by editor dll to hook into the EditorUtility.InstanceIDToObject, when present.
|
|
delegate bool | EditorTestObject (Object objectToCheck) |
| defines a delegate signature that takes and object and returns bool used to define both EditorIsObjectAPreFab and EditorIsObjectAnAsset members
|
|
|
static T | AddComponentAppropriately< T > (this GameObject objectToAddComponent) |
| The function check is the application is not playing, and is in the editor. If so, it will call the undo version of AddCompoent.
|
|
static void | DestroyObjectAppropriately (this Object objectToDestroy) |
| Use to destroy objects properly whether in the editor or not. Will not destroy a saved asset.
|
|
static Object | InstanceIDToObject (int instanceID) |
| Return null when not running in the editor. Otherwise, calls the EditorUtility.InstanceIDToObject function, and returns the result cast to GameObject.
|
|
static object | InstantiateSystemObjectOfType (this object potentialSourceData) |
| Not all types will be able to copy the potential source data, only use.Object derived types, and value types
|
|
static bool | IsObjectAnAsset (Object testObject) |
| Functions inside of Editor only code, this function will return false when not running in the Editor. When running in the editor, uses AssetDatabase.GetPath to test, and returns the result.
|
|
static bool | IsObjectAPreFab (Object testObject) |
| Functions inside of Editor only code, this function will return false when not running in the Editor. When running in the editor, uses PrefabUtility.GetPrefabType to test, and returns the result.
|
|