写更少代码的需求
当我们重复写一些繁杂的代码,或C#的一些方法,我们就想能不能有更便捷的方法呢?当然在unity中,我们对它进行扩展。
对unity的类或C#的类进行扩展有以下两点要注意:
1、这个类必须声明为static,扩展的方法也必须要声明为static
2、在使用时,就可以直接调用扩展的方法
扩展Unity的属性
Demo
using UnityEngine; using System.Collections; //It is common to create a class to contain all of your //extension methods. This class must be static. public static class ExtensionMethods { //Even though they are used like normal methods, extension //methods must be declared static. Notice that the first //parameter has the 'this' keyword followed by a Transform //variable. This variable denotes which class the extension //method becomes a part of. public static void ResetTransformation(this Transform trans) { trans.position = Vector3.zero; trans.localRotation = Quaternion.identity; trans.localScale = new Vector3(1, 1, 1); } }
使用方法
using UnityEngine; using System.Collections; public class SomeClass : MonoBehaviour { void Start () { //Notice how you pass no parameter into this //extension method even though you had one in the //method declaration. The transform object that //this method is called from automatically gets //passed in as the first parameter. transform.ResetTransformation(); } }
扩展C#的方法
为C#的集合扩展一个方法,当在调用时,就可以直接调用CFirstOrDefault
public static T CFirstOrDefault<T>(this IEnumerable<T> source) { if (source != null) { foreach (T item in source) { return item; } } return default(T); }
文档资料
文档:http://unity3d.com/learn/tutorials/modules/intermediate/scripting/extension-methods
本文转自赵青青博客园博客,原文链接:http://www.cnblogs.com/zhaoqingqing/p/4629336.html,如需转载请自行联系原作者