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@baba-s
Last active August 29, 2015 13:56
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using UnityEngine;
/// <summary>
/// Component型の拡張メソッドを管理するクラス
/// </summary>
public static class ComponentExtensions
{
/// <summary>
/// X座標を設定します
/// </summary>
public static void SetPositionX(this Component component, float x)
{
component.transform.SetPositionX(x);
}
/// <summary>
/// Y座標を設定します
/// </summary>
public static void SetPositionY(this Component component, float y)
{
component.transform.SetPositionY(y);
}
/// <summary>
/// Z座標を設定します
/// </summary>
public static void SetPositionZ(this Component component, float z)
{
component.transform.SetPositionZ(z);
}
/// <summary>
/// X座標に加算します
/// </summary>
public static void AddPositionX(this Component component, float x)
{
component.transform.AddPositionX(x);
}
/// <summary>
/// Y座標に加算します
/// </summary>
public static void AddPositionY(this Component component, float y)
{
component.transform.AddPositionY(y);
}
/// <summary>
/// Z座標に加算します
/// </summary>
public static void AddPositionZ(this Component component, float z)
{
component.transform.AddPositionZ(z);
}
/// <summary>
/// ローカルのX座標を設定します
/// </summary>
public static void SetLocalPositionX(this Component component, float x)
{
component.transform.SetLocalPositionX(x);
}
/// <summary>
/// ローカルのY座標を設定します
/// </summary>
public static void SetLocalPositionY(this Component component, float y)
{
component.transform.SetLocalPositionY(y);
}
/// <summary>
/// ローカルのZ座標を設定します
/// </summary>
public static void SetLocalPositionZ(this Component component, float z)
{
component.transform.SetLocalPositionZ(z);
}
/// <summary>
/// ローカルのX座標に加算します
/// </summary>
public static void AddLocalPositionX(this Component component, float x)
{
component.transform.AddLocalPositionX(x);
}
/// <summary>
/// ローカルのY座標に加算します
/// </summary>
public static void AddLocalPositionY(this Component component, float y)
{
component.transform.AddLocalPositionY(y);
}
/// <summary>
/// ローカルのZ座標に加算します
/// </summary>
public static void AddLocalPositionZ(this Component component, float z)
{
component.transform.AddLocalPositionZ(z);
}
/// <summary>
/// X軸方向の回転角を設定します
/// </summary>
public static void SetEulerAngleX(this Component component, float x)
{
component.transform.SetEulerAngleX(x);
}
/// <summary>
/// Y軸方向の回転角を設定します
/// </summary>
public static void SetEulerAngleY(this Component component, float y)
{
component.transform.SetEulerAngleY(y);
}
/// <summary>
/// Z軸方向の回転角を設定します
/// </summary>
public static void SetEulerAngleZ(this Component component, float z)
{
component.transform.SetEulerAngleZ(z);
}
/// <summary>
/// X軸方向の回転角を加算します
/// </summary>
public static void AddEulerAngleX(this Component component, float x)
{
component.transform.AddEulerAngleX(x);
}
/// <summary>
/// Y軸方向の回転角を加算します
/// </summary>
public static void AddEulerAngleY(this Component component, float y)
{
component.transform.AddEulerAngleY(y);
}
/// <summary>
/// Z軸方向の回転角を加算します
/// </summary>
public static void AddEulerAngleZ(this Component component, float z)
{
component.transform.AddEulerAngleZ(z);
}
/// <summary>
/// ローカルのX軸方向の回転角を設定します
/// </summary>
public static void SetLocalEulerAngleX(this Component component, float x)
{
component.transform.SetLocalEulerAngleX(x);
}
/// <summary>
/// ローカルのY軸方向の回転角を設定します
/// </summary>
public static void SetLocalEulerAngleY(this Component component, float y)
{
component.transform.SetLocalEulerAngleY(y);
}
/// <summary>
/// ローカルのZ軸方向の回転角を設定します
/// </summary>
public static void SetLocalEulerAngleZ(this Component component, float z)
{
component.transform.SetLocalEulerAngleZ(z);
}
/// <summary>
/// ローカルのX軸方向の回転角を加算します
/// </summary>
public static void AddLocalEulerAngleX(this Component component, float x)
{
component.transform.AddLocalEulerAngleX(x);
}
/// <summary>
/// ローカルのY軸方向の回転角を加算します
/// </summary>
public static void AddLocalEulerAngleY(this Component component, float y)
{
component.transform.AddLocalEulerAngleY(y);
}
/// <summary>
/// ローカルのX軸方向の回転角を加算します
/// </summary>
public static void AddLocalEulerAngleZ(this Component component, float z)
{
component.transform.AddLocalEulerAngleZ(z);
}
/// <summary>
/// X軸方向のローカル座標系のスケーリング値を設定します
/// </summary>
public static void SetLocalScaleX(this Component component, float x)
{
component.transform.SetLocalScaleX(x);
}
/// <summary>
/// Y軸方向のローカル座標系のスケーリング値を設定します
/// </summary>
public static void SetLocalScaleY(this Component component, float y)
{
component.transform.SetLocalScaleY(y);
}
/// <summary>
/// Z軸方向のローカル座標系のスケーリング値を設定します
/// </summary>
public static void SetLocalScaleZ(this Component component, float z)
{
component.transform.SetLocalScaleZ(z);
}
/// <summary>
/// X軸方向のローカル座標系のスケーリング値を加算します
/// </summary>
public static void AddLocalScaleX(this Component component, float x)
{
component.transform.AddLocalScaleX(x);
}
/// <summary>
/// Y軸方向のローカル座標系のスケーリング値を加算します
/// </summary>
public static void AddLocalScaleY(this Component component, float y)
{
component.transform.AddLocalScaleY(y);
}
/// <summary>
/// Z軸方向のローカル座標系のスケーリング値を加算します
/// </summary>
public static void AddLocalScaleZ(this Component component, float z)
{
component.transform.AddLocalScaleZ(z);
}
/// <summary>
/// 親オブジェクトを設定します
/// </summary>
public static void SetParent(this Component component, Transform parent)
{
component.transform.parent = parent;
}
/// <summary>
/// 親オブジェクトを設定します
/// </summary>
public static void SetParent(this Component component, GameObject parent)
{
component.transform.parent = parent.transform;
}
}
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