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Unity游戏开发工具函数(一)

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今天来给大家推荐一些开发过程中经常会用到的一些工具函数,希望对你们能有所帮助!

系统工具

获取本机Mac地址

// 获取本机Mac地址
    public static string GetMacAddress()
    {
        try
        {
            NetworkInterface[] nis = NetworkInterface.GetAllNetworkInterfaces();
            for (int i = 0; i < nis.Length; i++)
            {
                if (nis[i].Name == "本地连接")
                {
                    return nis[i].GetPhysicalAddress().ToString();
                }
            }
            return "null";
        }
        catch
        {
            return "null";
        }
    }

获取本机Ip地址

//获取本机Ip地址
    public static string GetLocalIP()
    {
        //Dns.GetHostName()获取本机名Dns.GetHostAddresses()根据本机名获取ip地址组
        IPAddress[] ips = Dns.GetHostAddresses(Dns.GetHostName());
        foreach (IPAddress ip in ips)
        {
            if (ip.AddressFamily == AddressFamily.InterNetwork)
            {
                return ip.ToString();  //ipv4
            }
        }
        return null;
    }

MD5 32位加密

// MD5  32位加密
    public static string UserMd5(string str)
    {
        string cl = str;
        StringBuilder pwd = new StringBuilder();
        MD5 md5 = MD5.Create();//实例化一个md5对像
                               // 加密后是一个字节类型的数组,这里要注意编码UTF8/Unicode等的选择 
        byte[] s = md5.ComputeHash(Encoding.UTF8.GetBytes(cl));
        // 通过使用循环,将字节类型的数组转换为字符串,此字符串是常规字符格式化所得
        for (int i = 0; i < s.Length; i++)
        {
            // 将得到的字符串使用十六进制类型格式。格式后的字符是小写的字母,如果使用大写(X)则格式后的字符是大写字符
            pwd.Append(s[i].ToString("x2"));
            //pwd = pwd + s[i].ToString("X");
        }
        return pwd.ToString();
    }

计算字符串的MD5值

// 计算字符串的MD5值
    public static string md5(string source)
    {
        MD5CryptoServiceProvider md5 = new MD5CryptoServiceProvider();
        byte[] data = System.Text.Encoding.UTF8.GetBytes(source);
        byte[] md5Data = md5.ComputeHash(data, 0, data.Length);
        md5.Clear();
 
        string destString = "";
        for (int i = 0; i < md5Data.Length; i++)
        {
            destString += System.Convert.ToString(md5Data[i], 16).PadLeft(2, '0');
        }
        destString = destString.PadLeft(32, '0');
        return destString;
    }
public static string md5file(string file)
    {
        try
        {
            FileStream fs = new FileStream(file, FileMode.Open);
            string size = fs.Length / 1024 + "";
            Debug.Log("当前文件的大小:  " + file + "===>" + (fs.Length / 1024) + "KB");
            System.Security.Cryptography.MD5 md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
            byte[] retVal = md5.ComputeHash(fs);
            fs.Close();
 
            StringBuilder sb = new StringBuilder();
            for (int i = 0; i < retVal.Length; i++)
            {
                sb.Append(retVal[i].ToString("x2"));
            }
            return sb + "|" + size;
        }
        catch (Exception ex)
        {
            throw new Exception("md5file() fail, error:" + ex.Message);
        }
    }

字节加密/解密 异或处理

// 字节加密/解密 异或处理
    public static void Encypt(ref byte[] targetData, byte m_key)
    {
        //加密,与key异或,解密的时候同样如此
        int dataLength = targetData.Length;
        for (int i = 0; i < dataLength; ++i)
        {
            targetData[i] = (byte)(targetData[i] ^ m_key);
        }
    }

获取系统时间

//获取系统时间
    public static long GetNowTime()
    {
        TimeSpan ts = new TimeSpan(DateTime.UtcNow.Ticks - new DateTime(1970, 1, 1, 0, 0, 0).Ticks);
        return (long)ts.TotalMilliseconds;
    }

Base64编码

// Base64编码
    public static string Encode(string message)
    {
        byte[] bytes = Encoding.GetEncoding("utf-8").GetBytes(message);
        return Convert.ToBase64String(bytes);
    }

Base64解码

// Base64解码
    public static string Decode(string message)
    {
        byte[] bytes = Convert.FromBase64String(message);
        return Encoding.GetEncoding("utf-8").GetString(bytes);
    }

生成随机字符串

//生成随机字符串
    public static string RandomCharacters()
    {
        string str = string.Empty;
        long num2 = DateTime.Now.Ticks + 0;
        System.Random random = new System.Random(((int)(((ulong)num2) & 0xffffffffL)) | ((int)(num2 >> 1)));
        for (int i = 0; i < 20; i++)
        {
            char ch;
            int num = random.Next();
            if ((num % 2) == 0)
            {
                ch = (char)(0x30 + ((ushort)(num % 10)));
            }
            else
            {
                ch = (char)(0x41 + ((ushort)(num % 0x1a)));
            }
            str = str + ch.ToString();
        }
        return str;
    }

延时执行

延时执行

//延时执行
    /// <summary>
    /// 延时执行
    /// </summary>
    /// <param name="action">执行的代码</param>
    /// <param name="delaySeconds">延时的秒数</param>
    public static Coroutine DelayExecute(this MonoBehaviour behaviour, Action action, float delaySeconds)
    {
        Coroutine coroutine = behaviour.StartCoroutine(DelayExecute(action, delaySeconds));
        return coroutine;
    }
    private static IEnumerator DelayExecute(Action action, float delaySeconds)
    {
        yield return YieldInstructioner.GetWaitForSeconds(delaySeconds);
        action();
    }

等待执行

/// <summary>
    /// 等待执行
    /// </summary>
    /// <param name="action">执行的代码</param>
    /// <param name="waitUntil">等待的WaitUntil,返回True</param>
    public static Coroutine WaitExecute(this MonoBehaviour behaviour, Action action, WaitUntil waitUntil)
    {
        Coroutine coroutine = behaviour.StartCoroutine(WaitExecute(action, waitUntil));
        return coroutine;
    }
    private static IEnumerator WaitExecute(Action action, WaitUntil waitUntil)
    {
        yield return waitUntil;
        action();
    }
    /// <param name="waitUntil">等待的waitWhile,返回false</param>
    public static Coroutine WaitExecute(this MonoBehaviour behaviour, Action action, WaitWhile waitWhile)
    {
        Coroutine coroutine = behaviour.StartCoroutine(WaitExecute(action, waitWhile));
        return coroutine;
    }
    private static IEnumerator WaitExecute(Action action, WaitWhile waitWhile)
    {
        yield return waitWhile;
        action();
    }

UI事件/组件

UGUI 控件添加事件监听

/// <summary>
    /// UGUI 控件添加事件监听
    /// </summary>
    /// <param name="target">事件监听目标</param>
    /// <param name="type">事件类型</param>
    /// <param name="callback">回调函数</param>
    public static void AddEventListener(this RectTransform target, EventTriggerType type, UnityAction<BaseEventData> callback)
    {
        EventTrigger trigger = target.GetComponent<EventTrigger>();
        if (trigger == null)
        {
            trigger = target.gameObject.AddComponent<EventTrigger>();
            trigger.triggers = new List<EventTrigger.Entry>();
        }
 
        //定义一个事件
        EventTrigger.Entry entry = new EventTrigger.Entry();
        //设置事件类型
        entry.eventID = type;
        //设置事件回调函数
        entry.callback = new EventTrigger.TriggerEvent();
        entry.callback.AddListener(callback);
        //添加事件到事件组
        trigger.triggers.Add(entry);
    }

UGUI Button添加点击事件监听

// UGUI Button添加点击事件监听
    public static void AddEventListener(this RectTransform target, UnityAction callback)
    {
        Button button = target.GetComponent<Button>();
        if (button)
        {
            button.onClick.AddListener(callback);
        }
        else
        {
            Debug.Log(target.name + " 丢失了组件 Button!");
        }
    }

UGUI Button移除所有事件监听

// UGUI Button移除所有事件监听
    public static void RemoveAllEventListener(this RectTransform target)
    {
        Button button = target.GetComponent<Button>();
        if (button)
        {
            button.onClick.RemoveAllListeners();
        }
        else
        {
            Debug.Log(target.name + " 丢失了组件 Button!");
        }
    }

当前鼠标是否停留在UGUI控件上

// 当前鼠标是否停留在UGUI控件上
    public static bool IsPointerOverUGUI()
    {
        if (EventSystem.current)
        {
            return EventSystem.current.IsPointerOverGameObject();
        }
        else
        {
            return false;
        }
    }

限制Text内容的长度在length以内,超过的部分用replace代替

// 限制Text内容的长度在length以内,超过的部分用replace代替
    public static void RestrictLength(this Text tex, int length, string replace)
    {
        if (tex.text.Length > length)
        {
            tex.text = tex.text.Substring(0, length) + replace;
        }
    }

限制Text中指定子字串的字体大小

public static void ToRichSize(this Text tex, string subStr, int size)
    {
        if (subStr.Length <= 0 || !tex.text.Contains(subStr))
        {
            return;
        }
 
        string valueRich = tex.text;
        int index = valueRich.IndexOf(subStr);
        if (index >= 0) valueRich = valueRich.Insert(index, "<size=" + size + ">");
        else return;
 
        index = valueRich.IndexOf(subStr) + subStr.Length;
        if (index >= 0) valueRich = valueRich.Insert(index, "</size>");
        else return;
 
        tex.text = valueRich;
    }

限制Text中指定子字串的字体颜色

public static void ToRichColor(this Text tex, string subStr, Color color)
    {
        if (subStr.Length <= 0 || !tex.text.Contains(subStr))
        {
            return;
        }
 
        string valueRich = tex.text;
        int index = valueRich.IndexOf(subStr);
        if (index >= 0) valueRich = valueRich.Insert(index, "<color=" + color.ToHexSystemString() + ">");
        else return;
 
        index = valueRich.IndexOf(subStr) + subStr.Length;
        if (index >= 0) valueRich = valueRich.Insert(index, "</color>");
        else return;
 
        tex.text = valueRich;
    }

限制Text中的指定子字串的字体加粗

// 限制Text中的指定子字串的字体加粗
    public static void ToRichBold(this Text tex, string subStr)
    {
        if (subStr.Length <= 0 || !tex.text.Contains(subStr))
        {
            return;
        }
 
        string valueRich = tex.text;
        int index = valueRich.IndexOf(subStr);
        if (index >= 0) valueRich = valueRich.Insert(index, "<b>");
        else return;
 
        index = valueRich.IndexOf(subStr) + subStr.Length;
        if (index >= 0) valueRich = valueRich.Insert(index, "</b>");
        else return;
 
        tex.text = valueRich;
    }

限制Text中的指定子字串的字体斜体

// 限制Text中的指定子字串的字体斜体
    public static void ToRichItalic(this Text tex, string subStr)
    {
        if (subStr.Length <= 0 || !tex.text.Contains(subStr))
        {
            return;
        }
 
        string valueRich = tex.text;
        int index = valueRich.IndexOf(subStr);
        if (index >= 0) valueRich = valueRich.Insert(index, "<i>");
        else return;
 
        index = valueRich.IndexOf(subStr) + subStr.Length;
        if (index >= 0) valueRich = valueRich.Insert(index, "</i>");
        else return;
 
        tex.text = valueRich;
    }

清除所有富文本样式

// 清除所有富文本样式
    public static void ClearRich(this Text tex)
    {
        string value = tex.text;
        for (int i = 0; i < value.Length; i++)
        {
            if (value[i] == '<')
            {
                for (int j = i + 1; j < value.Length; j++)
                {
                    if (value[j] == '>')
                    {
                        int count = j - i + 1;
                        value = value.Remove(i, count);
                        i -= 1;
                        break;
                    }
                }
            }
        }
        tex.text = value;
    }

获取颜色RGB参数的十六进制字符串

// 获取颜色RGB参数的十六进制字符串
    public static string ToHexSystemString(this Color color)
    {
        return "#" + ((int)(color.r * 255)).ToString("x2") +
            ((int)(color.g * 255)).ToString("x2") +
            ((int)(color.b * 255)).ToString("x2") +
            ((int)(color.a * 255)).ToString("x2");
    }

查询添加子物体

查找物体的方法

public static Transform FindTheChild(GameObject goParent, string childName)
    {
        Transform searchTrans = goParent.transform.Find(childName);
        if (searchTrans == null)
        {
            foreach (Transform trans in goParent.transform)
            {
                searchTrans = FindTheChild(trans.gameObject, childName);
                if (searchTrans != null)
                {
                    return searchTrans;
                }
            }
        }
        return searchTrans;
    }

获取子物体的脚本

//获取子物体的脚本
    public static T GetTheChildComponent<T>(GameObject goParent, string childName) where T : Component
    {
        Transform searchTrans = FindTheChild(goParent, childName);
        if (searchTrans != null)
        {
            return searchTrans.gameObject.GetComponent<T>();
        }
        else
        {
            return null;
        }
    }

查找兄弟

// 查找兄弟
    public static GameObject FindBrother(this GameObject obj, string name)
    {
        GameObject gObject = null;
        if (obj.transform.parent)
        {
            Transform tf = obj.transform.parent.Find(name);
            gObject = tf ? tf.gameObject : null;
        }
        else
        {
            GameObject[] rootObjs = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();
            foreach (GameObject rootObj in rootObjs)
            {
                if (rootObj.name == name)
                {
                    gObject = rootObj;
                    break;
                }
            }
        }
        return gObject;
    }

通过组件查找场景中所有的物体,包括隐藏和激活的

/// <summary>
    /// 通过组件查找场景中所有的物体,包括隐藏和激活的
    /// </summary>
    /// <typeparam name="T">组件类型</typeparam>
    /// <param name="Result">组件列表</param>
    public static void FindObjectsOfType<T>(List<T> Result) where T : Component
    {
        if (Result == null) Result = new List<T>();
        else Result.Clear();
 
        List<T> sub = new List<T>();
        GameObject[] rootObjs = SceneManager.GetActiveScene().GetRootGameObjects();
        foreach (GameObject rootObj in rootObjs)
        {
            rootObj.transform.GetComponentsInChildren(true, sub);
            Result.AddRange(sub);
        }
    }

通过Tag标签查找场景中指定物

//通过Tag标签查找场景中指定物
    public static GameObject FindObjectByTag(string tagName)
    {
        return GameObject.FindGameObjectWithTag(tagName);
    }

添加子物体

//添加子物体
    public static void AddChildToParent(Transform parentTrs, Transform childTrs)
    {
        childTrs.SetParent(parentTrs);
        childTrs.localPosition = Vector3.zero;
        childTrs.localScale = Vector3.one;
        childTrs.localEulerAngles = Vector3.zero;
        SetLayer(parentTrs.gameObject.layer, childTrs);
    }

设置所有子物体的Layer

//设置所有子物体的Layer
    public static void SetLayer(int parentLayer, Transform childTrs)
    {
        childTrs.gameObject.layer = parentLayer;
        for (int i = 0; i < childTrs.childCount; i++)
        {
            Transform child = childTrs.GetChild(i);
            child.gameObject.layer = parentLayer;
            SetLayer(parentLayer, child);
        }
    }

标题:Unity游戏开发工具函数(一)
作者:shirlnGame
地址:https://www.mmzsblog.cn/articles/2020/12/19/1608361112509.html

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