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142 lines
3.4 KiB
C#
142 lines
3.4 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace RootMotion {
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/// <summary>
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/// This class contains tools for working with LayerMasks.
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/// Most of this was copied from Unity Wiki: http://wiki.unity3d.com/index.php?title=LayerMaskExtensions.
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/// </summary>
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public static class LayerMaskExtensions
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{
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/// <summary>
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/// Does the LayerMask contain a specific layer index?
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/// </summary>
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public static bool Contains(LayerMask mask, int layer) {
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return mask == (mask | (1 << layer));
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}
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/// <summary>
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/// Creates a LayerMask from an array of layer names.
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/// </summary>
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public static LayerMask Create(params string[] layerNames)
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{
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return NamesToMask(layerNames);
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}
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/// <summary>
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/// Creates a LayerMask from an array of layer indexes.
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/// </summary>
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public static LayerMask Create(params int[] layerNumbers)
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{
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return LayerNumbersToMask(layerNumbers);
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}
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/// <summary>
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/// Creates a LayerMask from a number of layer names.
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/// </summary>
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public static LayerMask NamesToMask(params string[] layerNames)
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{
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LayerMask ret = (LayerMask)0;
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foreach(var name in layerNames)
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{
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ret |= (1 << LayerMask.NameToLayer(name));
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}
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return ret;
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}
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/// <summary>
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/// Creates a LayerMask from a number of layer indexes.
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/// </summary>
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public static LayerMask LayerNumbersToMask(params int[] layerNumbers)
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{
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LayerMask ret = (LayerMask)0;
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foreach(var layer in layerNumbers)
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{
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ret |= (1 << layer);
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}
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return ret;
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}
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/// <summary>
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/// Inverts a LayerMask.
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/// </summary>
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public static LayerMask Inverse(this LayerMask original)
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{
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return ~original;
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}
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/// <summary>
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/// Adds a number of layer names to an existing LayerMask.
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/// </summary>
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public static LayerMask AddToMask(this LayerMask original, params string[] layerNames)
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{
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return original | NamesToMask(layerNames);
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}
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/// <summary>
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/// Removes a number of layer names from an existing LayerMask.
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/// </summary>
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public static LayerMask RemoveFromMask(this LayerMask original, params string[] layerNames)
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{
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LayerMask invertedOriginal = ~original;
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return ~(invertedOriginal | NamesToMask(layerNames));
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}
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/// <summary>
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/// Returns a string array of layer names from a LayerMask.
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/// </summary>
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public static string[] MaskToNames(this LayerMask original)
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{
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var output = new List<string>();
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for (int i = 0; i < 32; ++i)
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{
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int shifted = 1 << i;
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if ((original & shifted) == shifted)
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{
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string layerName = LayerMask.LayerToName(i);
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if (!string.IsNullOrEmpty(layerName))
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{
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output.Add(layerName);
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}
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}
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}
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return output.ToArray();
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}
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/// <summary>
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/// Returns an array of layer indexes from a LayerMask.
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/// </summary>
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public static int[] MaskToNumbers(this LayerMask original)
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{
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var output = new List<int>();
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for (int i = 0; i < 32; ++i)
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{
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int shifted = 1 << i;
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if ((original & shifted) == shifted)
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{
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output.Add(i);
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}
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}
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return output.ToArray();
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}
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/// <summary>
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/// Parses a LayerMask to a string.
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/// </summary>
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public static string MaskToString(this LayerMask original)
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{
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return MaskToString(original, ", ");
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}
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/// <summary>
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/// Parses a LayerMask to a string using the specified delimiter.
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/// </summary>
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public static string MaskToString(this LayerMask original, string delimiter)
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{
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return string.Join(delimiter, MaskToNames(original));
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}
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}
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} |