Files
FORT-BO/Assets/Plugins/VolumetricLightBeam/Editor/TargetList.cs
T
AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

73 lines
2.1 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace VLB
{
public class TargetList<T> : IEnumerable<T> where T : MonoBehaviour
{
public int Count { get { return m_Targets != null ? m_Targets.Count : 0; } }
public T this[int key] { get { return m_Targets != null ? m_Targets[key] : null; } }
public List<T> m_Targets = null;
public TargetList(UnityEngine.Object[] entities)
{
m_Targets = new List<T>();
foreach (var entity in entities)
{
if (entity is T)
{
m_Targets.Add(entity as T); // directly get the component from the object
}
else
{
// otherwise get access from the current MonoBehaviour, in case the current MonoBehaviour is not the type wanted as target
var behaviour = entity as MonoBehaviour;
var comp = behaviour.GetComponent<T>();
if (comp)
m_Targets.Add(comp);
}
}
Debug.Assert(m_Targets.Count > 0);
}
public bool HasAtLeastOneTargetWith(System.Func<T, bool> lambda)
{
foreach (var target in m_Targets)
{
if (lambda(target))
{
return true;
}
}
return false;
}
public void RecordUndoAction(string name, System.Action<T> lambda)
{
Undo.RecordObjects(m_Targets.ToArray(), name);
foreach (var target in m_Targets)
{
lambda(target);
}
}
// make this object foreach compatible
public IEnumerator<T> GetEnumerator()
{
foreach (var target in m_Targets)
yield return target;
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
}
}
#endif