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using UnityEngine; | |
/// <summary> | |
/// GameObject型の拡張メソッドを管理するクラス | |
/// </summary> | |
public static partial class GameObjectExtensions | |
{ | |
/// <summary> | |
/// 位置を設定します | |
/// </summary> | |
public static void SetPosition(this GameObject gameObject, Vector3 position) | |
{ | |
gameObject.transform.position = position; | |
} | |
/// <summary> | |
/// X座標を設定します | |
/// </summary> | |
public static void SetPositionX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.SetPositionX(x); | |
} | |
/// <summary> | |
/// Y座標を設定します | |
/// </summary> | |
public static void SetPositionY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.SetPositionY(y); | |
} | |
/// <summary> | |
/// Z座標を設定します | |
/// </summary> | |
public static void SetPositionZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.SetPositionZ(z); | |
} | |
/// <summary> | |
/// X座標に加算します | |
/// </summary> | |
public static void AddPositionX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.AddPositionX(x); | |
} | |
/// <summary> | |
/// Y座標に加算します | |
/// </summary> | |
public static void AddPositionY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.AddPositionY(y); | |
} | |
/// <summary> | |
/// Z座標に加算します | |
/// </summary> | |
public static void AddPositionZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.AddPositionZ(z); | |
} | |
/// <summary> | |
/// ローカル座標系の位置を設定します | |
/// </summary> | |
public static void SetLocalPosition(this GameObject gameObject, Vector3 localPosition) | |
{ | |
gameObject.transform.localPosition = localPosition; | |
} | |
/// <summary> | |
/// ローカル座標系のX座標を設定します | |
/// </summary> | |
public static void SetLocalPositionX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.SetLocalPositionX(x); | |
} | |
/// <summary> | |
/// ローカル座標系のY座標を設定します | |
/// </summary> | |
public static void SetLocalPositionY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.SetLocalPositionY(y); | |
} | |
/// <summary> | |
/// ローカルのZ座標を設定します | |
/// </summary> | |
public static void SetLocalPositionZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.SetLocalPositionZ(z); | |
} | |
/// <summary> | |
/// ローカル座標系のX座標に加算します | |
/// </summary> | |
public static void AddLocalPositionX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.AddLocalPositionX(x); | |
} | |
/// <summary> | |
/// ローカル座標系のY座標に加算します | |
/// </summary> | |
public static void AddLocalPositionY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.AddLocalPositionY(y); | |
} | |
/// <summary> | |
/// ローカル座標系のZ座標に加算します | |
/// </summary> | |
public static void AddLocalPositionZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.AddLocalPositionZ(z); | |
} | |
/// <summary> | |
/// 回転角を設定します | |
/// </summary> | |
public static void SetEulerAngle(this GameObject gameObject, Vector3 eulerAngles) | |
{ | |
gameObject.transform.eulerAngles = eulerAngles; | |
} | |
/// <summary> | |
/// X軸方向の回転角を設定します | |
/// </summary> | |
public static void SetEulerAngleX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.SetEulerAngleX(x); | |
} | |
/// <summary> | |
/// Y軸方向の回転角を設定します | |
/// </summary> | |
public static void SetEulerAngleY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.SetEulerAngleY(y); | |
} | |
/// <summary> | |
/// Z軸方向の回転角を設定します | |
/// </summary> | |
public static void SetEulerAngleZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.SetEulerAngleZ(z); | |
} | |
/// <summary> | |
/// X軸方向の回転角を加算します | |
/// </summary> | |
public static void AddEulerAngleX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.AddEulerAngleX(x); | |
} | |
/// <summary> | |
/// Y軸方向の回転角を加算します | |
/// </summary> | |
public static void AddEulerAngleY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.AddEulerAngleY(y); | |
} | |
/// <summary> | |
/// Z軸方向の回転角を加算します | |
/// </summary> | |
public static void AddEulerAngleZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.AddEulerAngleZ(z); | |
} | |
/// <summary> | |
/// ローカル座標系の回転角を設定します | |
/// </summary> | |
public static void SetLocalEulerAngle(this GameObject gameObject, Vector3 localEulerAngles) | |
{ | |
gameObject.transform.localEulerAngles = localEulerAngles; | |
} | |
/// <summary> | |
/// ローカル座標系のX軸方向の回転角を設定します | |
/// </summary> | |
public static void SetLocalEulerAngleX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.SetLocalEulerAngleX(x); | |
} | |
/// <summary> | |
/// ローカル座標系のY軸方向の回転角を設定します | |
/// </summary> | |
public static void SetLocalEulerAngleY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.SetLocalEulerAngleY(y); | |
} | |
/// <summary> | |
/// ローカル座標系のZ軸方向の回転角を設定します | |
/// </summary> | |
public static void SetLocalEulerAngleZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.SetLocalEulerAngleZ(z); | |
} | |
/// <summary> | |
/// ローカル座標系のX軸方向の回転角を加算します | |
/// </summary> | |
public static void AddLocalEulerAngleX(this GameObject gameObject, float x) | |
{ | |
gameObject.transform.AddLocalEulerAngleX(x); | |
} | |
/// <summary> | |
/// ローカル座標系のY軸方向の回転角を加算します | |
/// </summary> | |
public static void AddLocalEulerAngleY(this GameObject gameObject, float y) | |
{ | |
gameObject.transform.AddLocalEulerAngleY(y); | |
} | |
/// <summary> | |
/// ローカル座標系のX軸方向の回転角を加算します | |
/// </summary> | |
public static void AddLocalEulerAngleZ(this GameObject gameObject, float z) | |
{ | |
gameObject.transform.AddLocalEulerAngleZ(z); | |
} | |
/// <summary> | |
/// ローカル座標系の回転角を設定します | |
/// </summary> | |
public static void SetLocalScale(this GameObject gameObject, Vector3 localScale) | |
{ | |
gameObject.transform.localScale = localScale; | |
} | |
/// <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 GameObject gameObject, float x) | |
{ | |
gameObject.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 GameObject gameObject, float y) | |
{ | |
gameObject.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 GameObject gameObject, float z) | |
{ | |
gameObject.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 GameObject gameObject, float x) | |
{ | |
gameObject.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 GameObject gameObject, float y) | |
{ | |
gameObject.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 GameObject gameObject, float z) | |
{ | |
gameObject.transform.AddLocalScaleZ(z); | |
} | |
/// <summary> | |
/// 親オブジェクトを設定します | |
/// </summary> | |
public static void SetParent(this GameObject gameObject, Transform parent) | |
{ | |
gameObject.transform.parent = parent; | |
} | |
/// <summary> | |
/// 親オブジェクトを設定します | |
/// </summary> | |
public static void SetParent(this GameObject gameObject, GameObject parent) | |
{ | |
gameObject.transform.parent = parent.transform; | |
} | |
} |
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