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using System;
using UnityEngine;
[DisallowMultipleComponent]
public class ChildLocator : MonoBehaviour
{
[Serializable]
private struct NameTransformPair
{
public string name;
public Transform transform;
}
[SerializeField]
private NameTransformPair[] transformPairs = Array.Empty<NameTransformPair>();
public int Count => transformPairs.Length;
public int FindChildIndex(string childName)
{
for (int i = 0; i < transformPairs.Length; i++)
{
if (childName == transformPairs[i].name)
{
return i;
}
}
return -1;
}
public int FindChildIndex(Transform childTransform)
{
for (int i = 0; i < transformPairs.Length; i++)
{
if ((object)childTransform == transformPairs[i].transform)
{
return i;
}
}
return -1;
}
public string FindChildName(int childIndex)
{
if ((uint)childIndex < transformPairs.Length)
{
return transformPairs[childIndex].name;
}
return null;
}
public Transform FindChild(string childName)
{
return FindChild(FindChildIndex(childName));
}
public GameObject FindChildGameObject(int childIndex)
{
Transform transform = FindChild(childIndex);
if (!transform)
{
return null;
}
return transform.gameObject;
}
public GameObject FindChildGameObject(string childName)
{
return FindChildGameObject(FindChildIndex(childName));
}
public Transform FindChild(int childIndex)
{
if ((uint)childIndex < transformPairs.Length)
{
return transformPairs[childIndex].transform;
}
return null;
}
public T FindChildComponent<T>(string childName)
{
return FindChildComponent<T>(FindChildIndex(childName));
}
public T FindChildComponent<T>(int childIndex)
{
Transform transform = FindChild(childIndex);
if (!transform)
{
return default(T);
}
return transform.GetComponent<T>();
}
}
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