_mUniSmCoreExtensions

Summary

Classes for C # extended methods In fact there is no method to specify and execute this class

Method

Add(UnityEngine.Vector2,System.Single,System.Single) Add value to Vector type
Add(UnityEngine.Vector3,System.Single,System.Single,System.Single) Add value to Vector type
Add(UnityEngine.Vector4,System.Single,System.Single,System.Single,System.Single) Add value to Vector type
EqualTo(System.Single,System.Single,System.Single) Equalses the specified float value.
EqualTo(UnityEngine.Vector2,UnityEngine.Vector2,System.Single) Equalses the specified vector value.
EqualTo(UnityEngine.Vector3,UnityEngine.Vector3,System.Single) Equalses the specified vector value.
EqualTo(UnityEngine.Vector4,UnityEngine.Vector4,System.Single) Equalses the specified vector value.
Limit(System.Int32,System.Int32,System.Int32) Restrict numeric value
LimitLow(System.Int32,System.Int32) Restrict numeric value
LimitHigh(System.Int32,System.Int32) Restrict numeric value
Limit(System.Single,System.Single,System.Single) Restrict numeric value
LimitLow(System.Single,System.Single) Restrict numeric value
LimitHigh(System.Single,System.Single) Restrict numeric value
Limit(System.Int64,System.Int64,System.Int64) Restrict numeric value
LimitLow(System.Int64,System.Int64) Restrict numeric value
LimitHigh(System.Int64,System.Int64) Restrict numeric value
Limit(System.Double,System.Double,System.Double) Restrict numeric value
LimitLow(System.Double,System.Double) Restrict numeric value
LimitHigh(System.Double,System.Double) Restrict numeric value
Replaces(System.String,System.String,System.String[]) Replace several different strings with new string
TrimStart(System.String,System.String[]) Search and trim the first string
TrimEnd(System.String,System.String[]) Search and trim the last string
HtmlEscape(System.String) Escape HTML special characters
HtmlUnescape(System.String) Restore escaped HTML special characters
ApplyUIDataFunc(System.Object) Converts to UIDataFunc.
Cast<T>(mTask) Cast mTask object
Shuffle<T>(System.Collections.Generic.IList{<T>},System.Int32,System.Int32) Randomly shuffle the contents of the List class
ChooseRandomly<T>(System.Collections.Generic.IList{<T>},System.Int32,System.Int32) Extract elements randomly from the list
ToString(System.Object[]) Conversion object[] -> string[]
Join(System.String[],System.String) Join method by string separator
Contains(System.String[],System.String) Contains method for string[]
StartWith(System.String[],System.String) It checks whether there is an element whose first character string hits from the array of character strings
CopyTo<T>(System.Collections.Generic.IList{<T>},System.Collections.Generic.IList{<T>}) Copy contents to specified list
MoveTo<T>(System.Collections.Generic.IList{<T>},System.Collections.Generic.IList{<T>}) Move contents to specified list Data of the original list is deleted after execution
Add<T>(<T>[],<T>) Add method like List
Remove<T>(<T>[],<T>) Remove method like List
Add(System.String,System.String,System.Char) Add element to string with delimiter character
Remove(System.String,System.String,System.Char) Remove element to string with delimiter character
ApplyLocalizationTags(System.String,System.Boolean) Apply localization tag of mUniSm i.e. <LocalizationKey>
Dequeue<T>(System.Collections.Generic.IList{<T>}) Dequeue method like Queue
Enqueue<T>(System.Collections.Generic.IList{<T>},<T>) Enqueue method like Queue
Pop<T>(System.Collections.Generic.IList{<T>}) Pop method like Stack
Push<T>(System.Collections.Generic.IList{<T>},<T>) Push method like Stack
InsertFirst<T>(System.Collections.Generic.IList{<T>},<T>) Inserting item like List
Debug<T>(System.Collections.Generic.IList{<T>}) Show list contents Used for debugging
Debug<TKey,TValue>(System.Collections.Generic.IDictionary{<TKey,TValue>,<TKey,TValue>}) Show dictionary contents Used for debugging
ExistSameFileNameInPath(System.Collections.Generic.IList{System.String},System.String) Search same file name in path from list If same file name is found, returning true
Clone<T>(System.Collections.Generic.List{<T>}) Clone a specific list
Clone<TKey,TValue>(System.Collections.Generic.Dictionary{<TKey,TValue>,<TKey,TValue>}) Clones the specified dictionary.
ToSHA256(System.String) Hash character string SHA 256 hashed
ToDateTime(System.Int64) Unix time -> DateTime conversion
ToDateTimeMilliSeconds(System.Int64) Unix time ( Milli seconds ) -> DateTime conversion
ToUnixTime(System.DateTime) DateTime -> Unix time conversion
ToUnixTimeMilliSeconds(System.DateTime) DateTime -> Unix time ( Milli seconds ) conversion
ToWeekNumber(System.DateTime,System.DayOfWeek) Week number calculation @DateTime
ToMonthNumber(System.DateTime,System.Int32) Month number calculation @DateTime
ToMonthDateTime(System.Int32,System.Boolean) Month number -> DateTime conversion Calculate 0 hour 0 minute 0 second on the first day of the month (UTC time zone) If atLastDay is true, calculate 0 hour 0 minute 0 second on the last day of the month
ToColor(System.String) Color code -> Color object i.e. "#ffffff".ToColor( ) Color.white
Clone(UnityEngine.Color) Clones the specified color.
Clone(UnityEngine.UI.ColorBlock) Clones the specified color block.
ToBase64Encode(System.String) Encode to Base64 from string
ToBase64Encode(System.Byte[]) Encode to Base64 from byte array
ToBase64Decode(System.String) Decode from Base64 string to byte array
AddAPIKey(UnityEngine.Networking.UnityWebRequest,System.String) Adding API Key to web request header
SelectTask<TSource>(System.Collections.Generic.IEnumerable{<TSource>},System.Func{<TSource>,mTask}) Create a task list in a way like the Select() method of LINQ
SelectTask<TSource,TResult>(System.Collections.Generic.IEnumerable{<TSource,TResult>},System.Func{<TSource,TResult>,<TSource,TResult>}) Create a task list in a way like the Select() method of LINQ This applies if same mTask class
Wait<T>(<T>,System.Single) Task wait a few seconds
Wait<T>(<T>,System.Func{<T>,System.Boolean}) Task to wait while the condition is satisfied
Log<T>(<T>,System.Object) Output log
DebugRemainingTask<T>(<T>) Display remaining tasks (for debugging)
DebugExecutedTask<T>(<T>) Display executed tasks (for debugging)
Done<T>(<T>) Execute when processing is completed Usually not used
RunNext<T>(<T>,mRunNextMode) Perform continuous processing Always execute after executing Done () or Error ()
Retry<T>(<T>,System.Int32,System.Single,System.Boolean) Retry previous action
Error<T>(<T>,System.String,mUniSm.Core.mTaskErrorLevel,System.Boolean) Execute when processing fails
NotDone<T>(<T>) Cancel termination processing
NotError<T>(<T>) Cancel error
OnTaskDone<T>(<T>,System.Func{<T>,mTask},mUniSm.Core.mTaskContinuationOptions,System.Boolean) Create continuation task Execute when the task ends without success / failure
OnTaskSuccess<T>(<T>,System.Func{<T>,mTask},System.Boolean) Create continuation task Execute only when task is successful
OnTaskFaulted<T>(<T>,System.Func{<T>,mTask},System.Boolean) Create continuation task Execute only when the task fails
OnTaskAborted<T>(<T>,System.Func{<T>,mTask},System.Boolean) Create continuation task Execute only when the task is interrupted
OnTaskUpdated<T>(<T>,System.Func{<T>,mTask},System.Boolean) Create continuation task Run only when the task continues to update
OnAllRetriedFaulted<T>(<T>,System.Func{<T>,mTask},System.Boolean) Create continuation task Execute when the task fails exceeding the maximum number of retries
OnTaskDone<T>(<T>,System.Action{<T>},mUniSm.Core.mTaskContinuationOptions,System.Boolean) Create continuation task Execute when the task ends without success / failure
OnTaskSuccess<T>(<T>,System.Action{<T>},System.Boolean) Create continuation task Execute only when task is successful
OnTaskFaulted<T>(<T>,System.Action{<T>},System.Boolean) Create continuation task Execute only when the task fails
OnTaskAborted<T>(<T>,System.Action{<T>},System.Boolean) Create continuation task Execute only when the task is interrupted
OnTaskUpdated<T>(<T>,System.Action{<T>},System.Boolean) Create continuation task Run only when the task continues to update
OnAllRetriedFaulted<T>(<T>,System.Action{<T>},System.Boolean) Create continuation task Execute when the task fails exceeding the maximum number of retries
Apply<T>(<T>,<T>@) Apply running mTask object to specified value
Apply<T>(<T>,System.Collections.Generic.IList{<T>}@) Apply running list data to specified value
OnFrame<T>(<T>,System.Action{mTask}) Register processing to execute every frame Used for updating progress bar etc
OnRunNextTask<T>(<T>,System.Action{mTask}) Callback when continuation processing is executed
CloneEmpty<T>(<T>,System.String) Create empty Path information and task status are cloned
Clone<T>(<T>,System.String) Create clone Path information and task status are cloned
Apply<T>(<T>,<T>,System.Boolean) Applies the specified source.
AddTask(UnityEngine.GameObject,System.Collections.IEnumerator) Run Unity's coroutines (IEnumerator) as tasks
AddTask(UnityEngine.MonoBehaviour,System.Collections.IEnumerator) Run Unity's coroutines (IEnumerator) as tasks
AddTaskPrimary(UnityEngine.GameObject,System.Collections.IEnumerator) Run Unity's coroutines (IEnumerator) as tasks Be executed preferentially without stopping by animation etc.
AddTaskPrimary(UnityEngine.MonoBehaviour,System.Collections.IEnumerator) Run Unity's coroutines (IEnumerator) as tasks Be executed preferentially without stopping by animation etc.
ToSerialize(mDefineItem) Serialize mDefineItem -> string
ToSerialize(mDefineList) Serialize mDefineList -> string
ToSerialize(UIDataItem) Serialize UIDataItem -> string
ToSerialize(UIDataList) Serialize UIDataList -> string
ToDefineItem(System.String) Deserialization string -> mDefineItem
ToDefineList(System.String) Deserialization string -> mDefineList
ToUIDataItem(System.String) Deserialization string -> UIDataItem
ToUIDataList(System.String) Deserialization string -> UIDataList
ToUICharaParamsItem(UIDataItem) Serialize UIDataItem -> UICharaParamsData
GetComponentInScene<T>(UnityEngine.GameObject,System.Boolean,System.Boolean) Retrieve the specified component from the scene
GetComponentInScene(UnityEngine.GameObject,System.Type,System.Boolean,System.Boolean) Retrieve the specified component from the scene
GetComponentInScene<T>(UnityEngine.Component,System.Boolean,System.Boolean) Retrieve the specified component from the scene
GetComponentInScene(UnityEngine.Component,System.Type,System.Boolean,System.Boolean) Retrieve the specified component from the scene
GetComponentsInScene<T>(UnityEngine.GameObject,System.Collections.Generic.List{<T>}) Retrieve all specified components in the scene
GetComponentsInScene(UnityEngine.GameObject,System.Type,System.Collections.Generic.List{UnityEngine.Component}) Retrieve all specified components in the scene
GetComponentsInScene<T>(UnityEngine.Component,System.Collections.Generic.List{<T>}) Retrieve all specified components in the scene
GetComponentsInScene(UnityEngine.Component,System.Type,System.Collections.Generic.List{UnityEngine.Component}) Retrieve all specified components in the scene
GetComponentInParents<T>(UnityEngine.Component,System.Boolean,System.Boolean) Search components existing in the upper hierarchy from a specific game object
GetComponentInParents(UnityEngine.Component,System.Type,System.Boolean,System.Boolean) Search components existing in the upper hierarchy from a specific game object
GetComponentInParents<T>(UnityEngine.GameObject,System.Boolean,System.Boolean) Search components existing in the upper hierarchy from a specific game object
GetComponentInParents(UnityEngine.GameObject,System.Type,System.Boolean,System.Boolean) Search components existing in the upper hierarchy from a specific game object
GetComponentInChildren<T>(UnityEngine.Component,System.Boolean,System.Boolean) Search components existing in the lower hierarchy from a specific game object
GetComponentInChildren(UnityEngine.Component,System.Type,System.Boolean,System.Boolean) Search components existing in the lower hierarchy from a specific game object
GetComponentInChildren<T>(UnityEngine.GameObject,System.Boolean,System.Boolean) Search components existing in the lower hierarchy from a specific game object
GetComponentInChildren(UnityEngine.GameObject,System.Type,System.Boolean,System.Boolean) Search components existing in the lower hierarchy from a specific game object
GetComponentsInChildren<T>(UnityEngine.Component,System.Collections.Generic.List{<T>},System.Boolean,System.Boolean) Retrieve all components that exist in a lower hierarchy from a specific game object
GetComponentsInChildren(UnityEngine.Component,System.Type,System.Collections.Generic.List{UnityEngine.Component},System.Boolean,System.Boolean) Retrieve all components that exist in a lower hierarchy from a specific game object
GetComponentsInChildren<T>(UnityEngine.GameObject,System.Collections.Generic.List{<T>},System.Boolean,System.Boolean) Retrieve all components that exist in a lower hierarchy from a specific game object
GetComponentsInChildren(UnityEngine.GameObject,System.Type,System.Collections.Generic.List{UnityEngine.Component},System.Boolean,System.Boolean) Retrieve all components that exist in a lower hierarchy from a specific game object
Each<T>(<T>,System.Action{System.String,System.Object}) Foreach action like LINQ
SelectTask<T>(<T>,System.Func{System.String,System.Object,mTask}) Create a task list in a way like the Select() method of LINQ
Select<T>(<T>,System.Func{System.String,System.Object,System.Object}) Manipulate the list in a way like the Select() method of LINQ
Where<T>(<T>,System.Func{System.String,System.Object,System.Boolean}) Filter the list in a way like the Where() method of LINQ
All<T>(<T>,System.Func{System.String,System.Object,System.Boolean}) Returns true when you match all of the conditions like the All() method of LINQ
Any<T>(<T>,System.Func{System.String,System.Object,System.Boolean}) Returns true when you match all of the conditions like the All() method of LINQ

Reference