Tools to replace GetComponent variants that respects nested objects. These are used to find components of a NetworkedObjects without also finding components that belong to parent or child NetworkedObjects.
More...
|
static T | EnsureRootComponentExists< T, StopOnT > (this Transform transform) |
|
static T[] | FindObjectOfTypeInOrder< T > (this UnityEngine.SceneManagement.Scene scene) |
|
static CastT[] | FindObjectOfTypeInOrder< T, CastT > (this UnityEngine.SceneManagement.Scene scene) |
|
static T[] | FindObjectsOfTypeInOrder< T > (this UnityEngine.SceneManagement.Scene scene, bool includeInactive=false) |
| Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order. This is a slower operation, and does produce garbage collection. More...
|
|
static void | FindObjectsOfTypeInOrder< T > (this UnityEngine.SceneManagement.Scene scene, List< T > list, bool includeInactive=false) |
| Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order. This is a slower operation which should not be run every update. More...
|
|
static CastT[] | FindObjectsOfTypeInOrder< T, CastT > (this UnityEngine.SceneManagement.Scene scene, bool includeInactive=false) |
| Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order. This is a slow operation, and does produce garbage collection. More...
|
|
static void | FindObjectsOfTypeInOrder< T, CastT > (this UnityEngine.SceneManagement.Scene scene, List< CastT > list, bool includeInactive=false) |
| Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order. This is a slower operation and should not be run every update. More...
|
|
static T | GetNestedComponentInChildren< T, StopOnT > (this Transform t, bool includeInactive) |
|
static T | GetNestedComponentInParent< T, StopOnT > (this Transform t) |
| Same as GetComponentInParent, but will always include inactive objects in search. Will also stop recursing up the hierarchy when the StopOnT is found. More...
|
|
static T | GetNestedComponentInParents< T, StopOnT > (this Transform t) |
| UNTESTED More...
|
|
static List< T > | GetNestedComponentsInChildren< T > (this Transform t, List< T > list, bool includeInactive=true, params System.Type[] stopOn) |
| Same as GetComponentsInChildren, but will not recurse into children with any component of the types in the stopOn array. More...
|
|
static void | GetNestedComponentsInChildren< T, SearchT, StopT > (this Transform t, bool includeInactive, List< T > list) |
| Same as GetComponentsInChildren, but will not recurse into children with component of the StopT type. More...
|
|
static List< T > | GetNestedComponentsInChildren< T, StopOnT > (this Transform t, List< T > list, bool includeInactive=true) |
| Same as GetComponentsInChildren, but will not recurse into children with component of the StopT type. More...
|
|
static void | GetNestedComponentsInParents< T > (this Transform t, List< T > list) |
| Returns all T found between the child transform and its root. Order in List from child to parent, with the root/parent most being last. More...
|
|
static void | GetNestedComponentsInParents< T, StopT > (this Transform t, List< T > list) |
| Finds components of type T on supplied transform, and every parent above that node, inclusively stopping on node StopT component. More...
|
|
static T | GetParentComponent< T > (this Transform t) |
| Find T on supplied transform or any parent. Unlike GetComponentInParent, GameObjects do not need to be active to be found. More...
|
|
Tools to replace GetComponent variants that respects nested objects. These are used to find components of a NetworkedObjects without also finding components that belong to parent or child NetworkedObjects.