/// <summary> /// Sends a gameobject to the desired layer. /// </summary> /// <param name="inGameObject">The gameObject.</param> /// <param name="inLayer">The Layer.</param> /// <param name="inSendAllChildren">[Optional] sends all children to the layer.</param> public static void sendToLayer(this GameObject inGameObject, LayerMasksEnum inLayer, bool inSendAllChildren = false) { // Written, 02.10.2018 inGameObject.layer = layer(inLayer); if (inSendAllChildren) { inGameObject.sendChildrenToLayer(inLayer); } }
/// <summary> /// Checks if the gameobject is on the layer, <paramref name="inLayer"/>. /// </summary> /// <param name="inGameObject">The gameobject to check layer.</param> /// <param name="inLayer">The layer to check for.</param> public static bool isOnLayer(this GameObject inGameObject, LayerMasksEnum inLayer) { // Written, 02.10.2018 if (inGameObject.layer == inLayer.layer()) { return(true); } return(false); }
/// <summary> /// Sends all children of game object to layer. /// </summary> /// <param name="inGameObject">The gameobject to get children from.</param> /// <param name="inLayer">The layer to send gameobject children to.</param> public static void sendChildrenToLayer(this GameObject inGameObject, LayerMasksEnum inLayer) { // Written, 27.09.2018 Transform transform = inGameObject.transform; if (transform != null) { for (int i = 0; i < inGameObject.transform.childCount; i++) { inGameObject.transform.GetChild(i).gameObject.sendToLayer(inLayer); } } }
/// <summary> /// Returns the name of the layer. /// </summary> /// <param name="inLayer">The layer to get.</param> public static string name(this LayerMasksEnum inLayer) { // Written, 02.10.2018 string layerName; switch (inLayer) { case LayerMasksEnum.Bolts: layerName = "Bolts"; break; case LayerMasksEnum.Cloud: layerName = "Cloud"; break; case LayerMasksEnum.Collider: layerName = "Collider"; break; case LayerMasksEnum.Collider2: layerName = "Collider2"; break; case LayerMasksEnum.Dashboard: layerName = "Dashboard"; break; case LayerMasksEnum.Datsun: layerName = "Datsun"; break; case LayerMasksEnum.Default: layerName = "Default"; break; case LayerMasksEnum.DontCollide: layerName = "DontCollide"; break; case LayerMasksEnum.Forest: layerName = "Forest"; break; case LayerMasksEnum.Glass: layerName = "Glass"; break; case LayerMasksEnum.GUI: layerName = "GUI"; break; case LayerMasksEnum.HingedObjects: layerName = "HingedObjects"; break; case LayerMasksEnum.IgnoreRaycast: layerName = "IgnoreRaycast"; break; case LayerMasksEnum.Lifter: layerName = "Lifter"; break; case LayerMasksEnum.NoRain: layerName = "NoRain"; break; case LayerMasksEnum.Parts: layerName = "Parts"; break; case LayerMasksEnum.Player: layerName = "Player"; break; case LayerMasksEnum.PlayerOnlyColl: layerName = "PlayerOnlyColl"; break; case LayerMasksEnum.Road: layerName = "Road"; break; case LayerMasksEnum.Terrain: layerName = "Terrain"; break; case LayerMasksEnum.Tools: layerName = "Tools"; break; case LayerMasksEnum.TransparentFX: layerName = "TransparentFX"; break; case LayerMasksEnum.TriggerOnly: layerName = "TriggerOnly"; break; case LayerMasksEnum.UI: layerName = "UI"; break; case LayerMasksEnum.Water: layerName = "Water"; break; case LayerMasksEnum.Wheel: layerName = "Wheel"; break; default: layerName = "Blank"; break; } return(layerName); }
/// <summary> /// Returns the layer index number. /// </summary> /// <param name="inLayer">The layer to get index.</param> public static int layer(this LayerMasksEnum inLayer) { // Written, 02.10.2018 return((int)inLayer); }