cull(engine-cleanup): pass-9 cascade round 2 after UIPanel stub
This commit is contained in:
@@ -228,13 +228,6 @@ public static class NGUITools
|
||||
return gameObject.AddComponent<T>();
|
||||
}
|
||||
|
||||
public static T AddChild<T>(GameObject parent, bool undo) where T : Component
|
||||
{
|
||||
GameObject gameObject = AddChild(parent, undo);
|
||||
gameObject.name = GetTypeName<T>();
|
||||
return gameObject.AddComponent<T>();
|
||||
}
|
||||
|
||||
public static T AddWidget<T>(GameObject go, int depth = int.MaxValue) where T : UIWidget
|
||||
{
|
||||
if (depth == int.MaxValue)
|
||||
@@ -353,23 +346,6 @@ public static class NGUITools
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsChild(Transform parent, Transform child)
|
||||
{
|
||||
if (parent == null || child == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
while (child != null)
|
||||
{
|
||||
if (child == parent)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
child = child.parent;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void Activate(Transform t, bool compatibilityMode)
|
||||
{
|
||||
SetActiveSelf(t.gameObject, state: true);
|
||||
@@ -592,46 +568,6 @@ public static class NGUITools
|
||||
return mSides;
|
||||
}
|
||||
|
||||
public static Vector3[] GetWorldCorners(this Camera cam, float depth, Transform relativeTo)
|
||||
{
|
||||
if (cam.orthographic)
|
||||
{
|
||||
float orthographicSize = cam.orthographicSize;
|
||||
float num = 0f - orthographicSize;
|
||||
float num2 = orthographicSize;
|
||||
float y = 0f - orthographicSize;
|
||||
float y2 = orthographicSize;
|
||||
Rect rect = cam.rect;
|
||||
Vector2 vector = screenSize;
|
||||
float num3 = vector.x / vector.y;
|
||||
num3 *= rect.width / rect.height;
|
||||
num *= num3;
|
||||
num2 *= num3;
|
||||
Transform transform = cam.transform;
|
||||
Quaternion rotation = transform.rotation;
|
||||
Vector3 position = transform.position;
|
||||
mSides[0] = rotation * new Vector3(num, y, depth) + position;
|
||||
mSides[1] = rotation * new Vector3(num, y2, depth) + position;
|
||||
mSides[2] = rotation * new Vector3(num2, y2, depth) + position;
|
||||
mSides[3] = rotation * new Vector3(num2, y, depth) + position;
|
||||
}
|
||||
else
|
||||
{
|
||||
mSides[0] = cam.ViewportToWorldPoint(new Vector3(0f, 0f, depth));
|
||||
mSides[1] = cam.ViewportToWorldPoint(new Vector3(0f, 1f, depth));
|
||||
mSides[2] = cam.ViewportToWorldPoint(new Vector3(1f, 1f, depth));
|
||||
mSides[3] = cam.ViewportToWorldPoint(new Vector3(1f, 0f, depth));
|
||||
}
|
||||
if (relativeTo != null)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
mSides[i] = relativeTo.InverseTransformPoint(mSides[i]);
|
||||
}
|
||||
}
|
||||
return mSides;
|
||||
}
|
||||
|
||||
public static void Execute<T>(GameObject go, string funcName) where T : Component
|
||||
{
|
||||
T[] components = go.GetComponents<T>();
|
||||
|
||||
Reference in New Issue
Block a user