using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UVC.Linq { public static partial class GameObjectExtensions { /// 축(부모, 자식, 자식들, 조상/자손, 이전 형제/이후 형제 객체)을 기반으로 게임 객체를 순회합니다. /// 이 GameObject의 부모 GameObject를 가져옵니다. 이 GameObject에 부모가 없으면 null을 반환합니다. public static GameObject Parent(this GameObject origin) { if (origin == null) return null; var parentTransform = origin.transform.parent; if (parentTransform == null) return null; return parentTransform.gameObject; } /// 지정된 이름을 가진 첫 번째 자식 GameObject를 가져옵니다. 지정된 이름을 가진 GameObject가 없으면 null을 반환합니다. public static GameObject Child(this GameObject origin, string name) { if (origin == null) return null; var child = origin.transform.Find(name); // transform.find는 비활성 객체를 가져올 수 있습니다. if (child == null) return null; return child.gameObject; } /// 자식 GameObject의 컬렉션을 반환합니다. public static ChildrenEnumerable Children(this GameObject origin) { return new ChildrenEnumerable(origin, false); } /// 이 GameObject와 자식 GameObject를 포함하는 GameObject 컬렉션을 반환합니다. public static ChildrenEnumerable ChildrenAndSelf(this GameObject origin) { return new ChildrenEnumerable(origin, true); } /// 이 GameObject의 조상 GameObject 컬렉션을 반환합니다. public static AncestorsEnumerable Ancestors(this GameObject origin) { return new AncestorsEnumerable(origin, false); } /// 이 요소와 이 GameObject의 조상을 포함하는 GameObject 컬렉션을 반환합니다. public static AncestorsEnumerable AncestorsAndSelf(this GameObject origin) { return new AncestorsEnumerable(origin, true); } /// 자손 GameObject의 컬렉션을 반환합니다. public static DescendantsEnumerable Descendants(this GameObject origin, Func descendIntoChildren = null) { return new DescendantsEnumerable(origin, false, descendIntoChildren); } /// 이 GameObject와 이 GameObject의 모든 자손 GameObject를 포함하는 GameObject 컬렉션을 반환합니다. public static DescendantsEnumerable DescendantsAndSelf(this GameObject origin, Func descendIntoChildren = null) { return new DescendantsEnumerable(origin, true, descendIntoChildren); } /// 이 GameObject 이전의 형제 GameObject 컬렉션을 반환합니다. public static BeforeSelfEnumerable BeforeSelf(this GameObject origin) { return new BeforeSelfEnumerable(origin, false); } /// 이 GameObject와 이 GameObject 이전의 형제 GameObject를 포함하는 GameObject 컬렉션을 반환합니다. public static BeforeSelfEnumerable BeforeSelfAndSelf(this GameObject origin) { return new BeforeSelfEnumerable(origin, true); } /// 이 GameObject 이후의 형제 GameObject 컬렉션을 반환합니다. public static AfterSelfEnumerable AfterSelf(this GameObject origin) { return new AfterSelfEnumerable(origin, false); } /// 이 GameObject와 이 GameObject 이후의 형제 GameObject를 포함하는 GameObject 컬렉션을 반환합니다. public static AfterSelfEnumerable AfterSelfAndSelf(this GameObject origin) { return new AfterSelfEnumerable(origin, true); } // 수동 구조체 열거자를 구현합니다. public struct ChildrenEnumerable : IEnumerable { readonly GameObject origin; readonly bool withSelf; public ChildrenEnumerable(GameObject origin, bool withSelf) { this.origin = origin; this.withSelf = withSelf; } /// 소스 컬렉션에서 지정된 컴포넌트의 컬렉션을 반환합니다. public OfComponentEnumerable OfComponent() where T : Component { return new OfComponentEnumerable(ref this); } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. /// parent = null로 설정합니다. public void Destroy(bool useDestroyImmediate = false, bool detachParent = false) { var e = GetEnumerator(); while (e.MoveNext()) { e.Current.Destroy(useDestroyImmediate, false); } if (detachParent) { origin.transform.DetachChildren(); if (withSelf) { #if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5) origin.transform.SetParent(null); #else origin.transform.parent = null; #endif } } } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(Func predicate, bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { var item = e.Current; if (predicate(item)) { item.Destroy(useDestroyImmediate, false); } } } public Enumerator GetEnumerator() { // GetEnumerator 시점에만 GameObject가 파괴되었는지 확인합니다. return (origin == null) ? new Enumerator(null, withSelf, false) : new Enumerator(origin.transform, withSelf, true); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ int GetChildrenSize() { return origin.transform.childCount + (withSelf ? 1 : 0); } public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? GetChildrenSize() : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? GetChildrenSize() : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? GetChildrenSize() : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? GetChildrenSize() : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func let, Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; var state = let(item); if (!filter(state)) continue; if (array.Length == index) { var newSize = (index == 0) ? GetChildrenSize() : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(state); } return index; } public GameObject[] ToArray() { var array = new GameObject[GetChildrenSize()]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject[] ToArray(Func filter) { var array = new GameObject[GetChildrenSize()]; var len = ToArrayNonAlloc(filter, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func selector) { var array = new T[GetChildrenSize()]; var len = ToArrayNonAlloc(selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func filter, Func selector) { var array = new T[GetChildrenSize()]; var len = ToArrayNonAlloc(filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func let, Func filter, Func selector) { var array = new T[GetChildrenSize()]; var len = ToArrayNonAlloc(let, filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public GameObject FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } #endregion public struct Enumerator : IEnumerator { readonly int childCount; // childCount는 GetEnumerator가 호출될 때 고정됩니다. readonly Transform originTransform; readonly bool canRun; bool withSelf; int currentIndex; GameObject current; internal Enumerator(Transform originTransform, bool withSelf, bool canRun) { this.originTransform = originTransform; this.withSelf = withSelf; this.childCount = canRun ? originTransform.childCount : 0; this.currentIndex = -1; this.canRun = canRun; this.current = null; } public bool MoveNext() { if (!canRun) return false; if (withSelf) { current = originTransform.gameObject; withSelf = false; return true; } currentIndex++; if (currentIndex < childCount) { var child = originTransform.GetChild(currentIndex); current = child.gameObject; return true; } return false; } public GameObject Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } public struct OfComponentEnumerable : IEnumerable where T : Component { ChildrenEnumerable parent; public OfComponentEnumerable(ref ChildrenEnumerable parent) { this.parent = parent; } public OfComponentEnumerator GetEnumerator() { return new OfComponentEnumerator(ref this.parent); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } public T First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public T FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } public T[] ToArray() { var array = new T[parent.GetChildrenSize()]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref T[] array) { var index = 0; var e = this.GetEnumerator(); while (e.MoveNext()) { if (array.Length == index) { var newSize = (index == 0) ? parent.GetChildrenSize() : index * 2; Array.Resize(ref array, newSize); } array[index++] = e.Current; } return index; } #endregion } public struct OfComponentEnumerator : IEnumerator where T : Component { Enumerator enumerator; // 열거자는 변경 가능합니다. T current; #if UNITY_EDITOR static List componentCache = new List(); // UNITY_EDITOR에서 할당 없음을 위함 #endif public OfComponentEnumerator(ref ChildrenEnumerable parent) { this.enumerator = parent.GetEnumerator(); this.current = default(T); } public bool MoveNext() { while (enumerator.MoveNext()) { #if UNITY_EDITOR enumerator.Current.GetComponents(componentCache); if (componentCache.Count != 0) { current = componentCache[0]; componentCache.Clear(); return true; } #else var component = enumerator.Current.GetComponent(); if (component != null) { current = component; return true; } #endif } return false; } public T Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } } public struct AncestorsEnumerable : IEnumerable { readonly GameObject origin; readonly bool withSelf; public AncestorsEnumerable(GameObject origin, bool withSelf) { this.origin = origin; this.withSelf = withSelf; } /// 소스 컬렉션에서 지정된 컴포넌트의 컬렉션을 반환합니다. public OfComponentEnumerable OfComponent() where T : Component { return new OfComponentEnumerable(ref this); } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { e.Current.Destroy(useDestroyImmediate, false); } } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(Func predicate, bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { var item = e.Current; if (predicate(item)) { item.Destroy(useDestroyImmediate, false); } } } public Enumerator GetEnumerator() { // GetEnumerator 시점에만 GameObject가 파괴되었는지 확인합니다. return (origin == null) ? new Enumerator(null, null, withSelf, false) : new Enumerator(origin, origin.transform, withSelf, true); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func let, Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; var state = let(item); if (!filter(state)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(state); } return index; } public GameObject[] ToArray() { var array = new GameObject[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject[] ToArray(Func filter) { var array = new GameObject[4]; var len = ToArrayNonAlloc(filter, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func let, Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(let, filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public GameObject FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } #endregion public struct Enumerator : IEnumerator { readonly bool canRun; GameObject current; Transform currentTransform; bool withSelf; internal Enumerator(GameObject origin, Transform originTransform, bool withSelf, bool canRun) { this.current = origin; this.currentTransform = originTransform; this.withSelf = withSelf; this.canRun = canRun; } public bool MoveNext() { if (!canRun) return false; if (withSelf) { // withSelf, origin 및 originTransform 사용 withSelf = false; return true; } var parentTransform = currentTransform.parent; if (parentTransform != null) { current = parentTransform.gameObject; currentTransform = parentTransform; return true; } return false; } public GameObject Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } public struct OfComponentEnumerable : IEnumerable where T : Component { AncestorsEnumerable parent; public OfComponentEnumerable(ref AncestorsEnumerable parent) { this.parent = parent; } public OfComponentEnumerator GetEnumerator() { return new OfComponentEnumerator(ref parent); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } public T First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public T FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } public T[] ToArray() { var array = new T[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref T[] array) { var index = 0; var e = this.GetEnumerator(); while (e.MoveNext()) { if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = e.Current; } return index; } #endregion } public struct OfComponentEnumerator : IEnumerator where T : Component { Enumerator enumerator; // 열거자는 변경 가능합니다. T current; #if UNITY_EDITOR static List componentCache = new List(); // UNITY_EDITOR에서 할당 없음을 위함 #endif public OfComponentEnumerator(ref AncestorsEnumerable parent) { this.enumerator = parent.GetEnumerator(); this.current = default(T); } public bool MoveNext() { while (enumerator.MoveNext()) { #if UNITY_EDITOR enumerator.Current.GetComponents(componentCache); if (componentCache.Count != 0) { current = componentCache[0]; componentCache.Clear(); return true; } #else var component = enumerator.Current.GetComponent(); if (component != null) { current = component; return true; } #endif } return false; } public T Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } } public struct DescendantsEnumerable : IEnumerable { static readonly Func alwaysTrue = _ => true; readonly GameObject origin; readonly bool withSelf; readonly Func descendIntoChildren; public DescendantsEnumerable(GameObject origin, bool withSelf, Func descendIntoChildren) { this.origin = origin; this.withSelf = withSelf; this.descendIntoChildren = descendIntoChildren ?? alwaysTrue; } /// 소스 컬렉션에서 지정된 컴포넌트의 컬렉션을 반환합니다. public OfComponentEnumerable OfComponent() where T : Component { return new OfComponentEnumerable(ref this); } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { e.Current.Destroy(useDestroyImmediate, false); } } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(Func predicate, bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { var item = e.Current; if (predicate(item)) { item.Destroy(useDestroyImmediate, false); } } } public Enumerator GetEnumerator() { // GetEnumerator 시점에만 GameObject가 파괴되었는지 확인합니다. if (origin == null) { return new Enumerator(null, withSelf, false, null, descendIntoChildren); } InternalUnsafeRefStack refStack; if (InternalUnsafeRefStack.RefStackPool.Count != 0) { refStack = InternalUnsafeRefStack.RefStackPool.Dequeue(); refStack.Reset(); } else { refStack = new InternalUnsafeRefStack(6); } return new Enumerator(origin.transform, withSelf, true, refStack, descendIntoChildren); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ void ResizeArray(ref int index, ref T[] array) { if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } } void DescendantsCore(ref Transform transform, ref Action action) { if (!descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); action(child.gameObject); DescendantsCore(ref child, ref action); } } void DescendantsCore(ref Transform transform, ref int index, ref GameObject[] array) { if (!descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); ResizeArray(ref index, ref array); array[index++] = child.gameObject; DescendantsCore(ref child, ref index, ref array); } } void DescendantsCore(ref Func filter, ref Transform transform, ref int index, ref GameObject[] array) { if (!descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); var childGameObject = child.gameObject; if (filter(childGameObject)) { ResizeArray(ref index, ref array); array[index++] = childGameObject; } DescendantsCore(ref filter, ref child, ref index, ref array); } } void DescendantsCore(ref Func selector, ref Transform transform, ref int index, ref T[] array) { if (!descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); ResizeArray(ref index, ref array); array[index++] = selector(child.gameObject); DescendantsCore(ref selector, ref child, ref index, ref array); } } void DescendantsCore(ref Func filter, ref Func selector, ref Transform transform, ref int index, ref T[] array) { if (!descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); var childGameObject = child.gameObject; if (filter(childGameObject)) { ResizeArray(ref index, ref array); array[index++] = selector(childGameObject); } DescendantsCore(ref filter, ref selector, ref child, ref index, ref array); } } void DescendantsCore(ref Func let, ref Func filter, ref Func selector, ref Transform transform, ref int index, ref T[] array) { if (!descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); var state = let(child.gameObject); if (filter(state)) { ResizeArray(ref index, ref array); array[index++] = selector(state); } DescendantsCore(ref let, ref filter, ref selector, ref child, ref index, ref array); } } /// 성능 최적화를 위해 내부 반복기를 사용합니다. /// public void ForEach(Action action) { if (withSelf) { action(origin); } var originTransform = origin.transform; DescendantsCore(ref originTransform, ref action); } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref GameObject[] array) { var index = 0; if (withSelf) { ResizeArray(ref index, ref array); array[index++] = origin; } var originTransform = origin.transform; DescendantsCore(ref originTransform, ref index, ref array); return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, ref GameObject[] array) { var index = 0; if (withSelf && filter(origin)) { ResizeArray(ref index, ref array); array[index++] = origin; } var originTransform = origin.transform; DescendantsCore(ref filter, ref originTransform, ref index, ref array); return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func selector, ref T[] array) { var index = 0; if (withSelf) { ResizeArray(ref index, ref array); array[index++] = selector(origin); } var originTransform = origin.transform; DescendantsCore(ref selector, ref originTransform, ref index, ref array); return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, Func selector, ref T[] array) { var index = 0; if (withSelf && filter(origin)) { ResizeArray(ref index, ref array); array[index++] = selector(origin); } var originTransform = origin.transform; DescendantsCore(ref filter, ref selector, ref originTransform, ref index, ref array); return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func let, Func filter, Func selector, ref T[] array) { var index = 0; if (withSelf) { var state = let(origin); if (filter(state)) { ResizeArray(ref index, ref array); array[index++] = selector(state); } } var originTransform = origin.transform; DescendantsCore(ref let, ref filter, ref selector, ref originTransform, ref index, ref array); return index; } public GameObject[] ToArray() { var array = new GameObject[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject[] ToArray(Func filter) { var array = new GameObject[4]; var len = ToArrayNonAlloc(filter, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func let, Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(let, filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject First() { var e = this.GetEnumerator(); try { if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } finally { e.Dispose(); } } public GameObject FirstOrDefault() { var e = this.GetEnumerator(); try { return (e.MoveNext()) ? e.Current : null; } finally { e.Dispose(); } } #endregion internal class InternalUnsafeRefStack { public static Queue RefStackPool = new Queue(); public int size = 0; public Enumerator[] array; // Pop = this.array[--size]; public InternalUnsafeRefStack(int initialStackDepth) { array = new GameObjectExtensions.DescendantsEnumerable.Enumerator[initialStackDepth]; } public void Push(ref Enumerator e) { if (size == array.Length) { Array.Resize(ref array, array.Length * 2); } array[size++] = e; } public void Reset() { size = 0; } } public struct Enumerator : IEnumerator { readonly int childCount; // childCount는 GetEnumerator가 호출될 때 고정됩니다. readonly Transform originTransform; bool canRun; bool withSelf; int currentIndex; GameObject current; InternalUnsafeRefStack sharedStack; Func descendIntoChildren; internal Enumerator(Transform originTransform, bool withSelf, bool canRun, InternalUnsafeRefStack sharedStack, Func descendIntoChildren) { this.originTransform = originTransform; this.withSelf = withSelf; this.childCount = canRun ? originTransform.childCount : 0; this.currentIndex = -1; this.canRun = canRun; this.current = null; this.sharedStack = sharedStack; this.descendIntoChildren = descendIntoChildren; } public bool MoveNext() { if (!canRun) return false; while (sharedStack.size != 0) { if (sharedStack.array[sharedStack.size - 1].MoveNextCore(true, out current)) { return true; } } if (!withSelf && !descendIntoChildren(originTransform)) { // 재사용 canRun = false; InternalUnsafeRefStack.RefStackPool.Enqueue(sharedStack); return false; } if (MoveNextCore(false, out current)) { return true; } else { // 재사용 canRun = false; InternalUnsafeRefStack.RefStackPool.Enqueue(sharedStack); return false; } } bool MoveNextCore(bool peek, out GameObject current) { if (withSelf) { current = originTransform.gameObject; withSelf = false; return true; } ++currentIndex; if (currentIndex < childCount) { var item = originTransform.GetChild(currentIndex); if (descendIntoChildren(item)) { var childEnumerator = new Enumerator(item, true, true, sharedStack, descendIntoChildren); sharedStack.Push(ref childEnumerator); return sharedStack.array[sharedStack.size - 1].MoveNextCore(true, out current); } else { current = item.gameObject; return true; } } if (peek) { sharedStack.size--; // Pop } current = null; return false; } public GameObject Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { if (canRun) { canRun = false; InternalUnsafeRefStack.RefStackPool.Enqueue(sharedStack); } } public void Reset() { throw new NotSupportedException(); } } public struct OfComponentEnumerable : IEnumerable where T : Component { DescendantsEnumerable parent; public OfComponentEnumerable(ref DescendantsEnumerable parent) { this.parent = parent; } public OfComponentEnumerator GetEnumerator() { return new OfComponentEnumerator(ref parent); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public T First() { var e = this.GetEnumerator(); try { if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } finally { e.Dispose(); } } public T FirstOrDefault() { var e = this.GetEnumerator(); try { return (e.MoveNext()) ? e.Current : null; } finally { e.Dispose(); } } /// 성능 최적화를 위해 내부 반복기를 사용합니다. public void ForEach(Action action) { if (parent.withSelf) { T component = default(T); #if UNITY_EDITOR parent.origin.GetComponents(componentCache); if (componentCache.Count != 0) { component = componentCache[0]; componentCache.Clear(); } #else component = parent.origin.GetComponent(); #endif if (component != null) { action(component); } } var originTransform = parent.origin.transform; OfComponentDescendantsCore(ref originTransform, ref action); } public T[] ToArray() { var array = new T[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } #if UNITY_EDITOR static List componentCache = new List(); // UNITY_EDITOR에서 할당 없음을 위함 #endif void OfComponentDescendantsCore(ref Transform transform, ref Action action) { if (!parent.descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); T component = default(T); #if UNITY_EDITOR child.GetComponents(componentCache); if (componentCache.Count != 0) { component = componentCache[0]; componentCache.Clear(); } #else component = child.GetComponent(); #endif if (component != null) { action(component); } OfComponentDescendantsCore(ref child, ref action); } } void OfComponentDescendantsCore(ref Transform transform, ref int index, ref T[] array) { if (!parent.descendIntoChildren(transform)) return; var childCount = transform.childCount; for (int i = 0; i < childCount; i++) { var child = transform.GetChild(i); T component = default(T); #if UNITY_EDITOR child.GetComponents(componentCache); if (componentCache.Count != 0) { component = componentCache[0]; componentCache.Clear(); } #else component = child.GetComponent(); #endif if (component != null) { if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = component; } OfComponentDescendantsCore(ref child, ref index, ref array); } } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref T[] array) { var index = 0; if (parent.withSelf) { T component = default(T); #if UNITY_EDITOR parent.origin.GetComponents(componentCache); if (componentCache.Count != 0) { component = componentCache[0]; componentCache.Clear(); } #else component = parent.origin.GetComponent(); #endif if (component != null) { if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = component; } } var originTransform = parent.origin.transform; OfComponentDescendantsCore(ref originTransform, ref index, ref array); return index; } #endregion } public struct OfComponentEnumerator : IEnumerator where T : Component { Enumerator enumerator; // 열거자는 변경 가능합니다. T current; #if UNITY_EDITOR static List componentCache = new List(); // UNITY_EDITOR에서 할당 없음을 위함 #endif public OfComponentEnumerator(ref DescendantsEnumerable parent) { this.enumerator = parent.GetEnumerator(); this.current = default(T); } public bool MoveNext() { while (enumerator.MoveNext()) { #if UNITY_EDITOR enumerator.Current.GetComponents(componentCache); if (componentCache.Count != 0) { current = componentCache[0]; componentCache.Clear(); return true; } #else var component = enumerator.Current.GetComponent(); if (component != null) { current = component; return true; } #endif } return false; } public T Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { enumerator.Dispose(); } public void Reset() { throw new NotSupportedException(); } } } public struct BeforeSelfEnumerable : IEnumerable { readonly GameObject origin; readonly bool withSelf; public BeforeSelfEnumerable(GameObject origin, bool withSelf) { this.origin = origin; this.withSelf = withSelf; } /// 소스 컬렉션에서 지정된 컴포넌트의 컬렉션을 반환합니다. public OfComponentEnumerable OfComponent() where T : Component { return new OfComponentEnumerable(ref this); } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { e.Current.Destroy(useDestroyImmediate, false); } } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(Func predicate, bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { var item = e.Current; if (predicate(item)) { item.Destroy(useDestroyImmediate, false); } } } public Enumerator GetEnumerator() { // GetEnumerator 시점에만 GameObject가 파괴되었는지 확인합니다. return (origin == null) ? new Enumerator(null, withSelf, false) : new Enumerator(origin.transform, withSelf, true); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func let, Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; var state = let(item); if (!filter(state)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(state); } return index; } public GameObject[] ToArray() { var array = new GameObject[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject[] ToArray(Func filter) { var array = new GameObject[4]; var len = ToArrayNonAlloc(filter, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func let, Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(let, filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public GameObject FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } #endregion public struct Enumerator : IEnumerator { readonly int childCount; // childCount는 GetEnumerator가 호출될 때 고정됩니다. readonly Transform originTransform; bool canRun; bool withSelf; int currentIndex; GameObject current; Transform parent; internal Enumerator(Transform originTransform, bool withSelf, bool canRun) { this.originTransform = originTransform; this.withSelf = withSelf; this.currentIndex = -1; this.canRun = canRun; this.current = null; this.parent = originTransform.parent; this.childCount = (parent != null) ? parent.childCount : 0; } public bool MoveNext() { if (!canRun) return false; if (parent == null) goto RETURN_SELF; currentIndex++; if (currentIndex < childCount) { var item = parent.GetChild(currentIndex); if (item == originTransform) { goto RETURN_SELF; } current = item.gameObject; return true; } RETURN_SELF: if (withSelf) { current = originTransform.gameObject; withSelf = false; canRun = false; // 자신에게 도달했으므로 실행 완료. return true; } return false; } public GameObject Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } public struct OfComponentEnumerable : IEnumerable where T : Component { BeforeSelfEnumerable parent; public OfComponentEnumerable(ref BeforeSelfEnumerable parent) { this.parent = parent; } public OfComponentEnumerator GetEnumerator() { return new OfComponentEnumerator(ref parent); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } public T First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public T FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } public T[] ToArray() { var array = new T[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref T[] array) { var index = 0; var e = this.GetEnumerator(); while (e.MoveNext()) { if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = e.Current; } return index; } #endregion } public struct OfComponentEnumerator : IEnumerator where T : Component { Enumerator enumerator; // 열거자는 변경 가능합니다. T current; #if UNITY_EDITOR static List componentCache = new List(); // UNITY_EDITOR에서 할당 없음을 위함 #endif public OfComponentEnumerator(ref BeforeSelfEnumerable parent) { this.enumerator = parent.GetEnumerator(); this.current = default(T); } public bool MoveNext() { while (enumerator.MoveNext()) { #if UNITY_EDITOR enumerator.Current.GetComponents(componentCache); if (componentCache.Count != 0) { current = componentCache[0]; componentCache.Clear(); return true; } #else var component = enumerator.Current.GetComponent(); if (component != null) { current = component; return true; } #endif } return false; } public T Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } } public struct AfterSelfEnumerable : IEnumerable { readonly GameObject origin; readonly bool withSelf; public AfterSelfEnumerable(GameObject origin, bool withSelf) { this.origin = origin; this.withSelf = withSelf; } /// 소스 컬렉션에서 지정된 컴포넌트의 컬렉션을 반환합니다. public OfComponentEnumerable OfComponent() where T : Component { return new OfComponentEnumerable(ref this); } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { e.Current.Destroy(useDestroyImmediate, false); } } /// 소스 컬렉션의 모든 GameObject를 안전하게(null 확인) 파괴합니다. /// 에디터 모드인 경우 true이거나 !Application.isPlaying을 전달해야 합니다. public void Destroy(Func predicate, bool useDestroyImmediate = false) { var e = GetEnumerator(); while (e.MoveNext()) { var item = e.Current; if (predicate(item)) { item.Destroy(useDestroyImmediate, false); } } } public Enumerator GetEnumerator() { // GetEnumerator 시점에만 GameObject가 파괴되었는지 확인합니다. return (origin == null) ? new Enumerator(null, withSelf, false) : new Enumerator(origin.transform, withSelf, true); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, ref GameObject[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = item; } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; if (!filter(item)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(item); } return index; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(Func let, Func filter, Func selector, ref T[] array) { var index = 0; var e = this.GetEnumerator(); // Dispose를 호출할 필요가 없습니다. while (e.MoveNext()) { var item = e.Current; var state = let(item); if (!filter(state)) continue; if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = selector(state); } return index; } public GameObject[] ToArray() { var array = new GameObject[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject[] ToArray(Func filter) { var array = new GameObject[4]; var len = ToArrayNonAlloc(filter, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public T[] ToArray(Func let, Func filter, Func selector) { var array = new T[4]; var len = ToArrayNonAlloc(let, filter, selector, ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } public GameObject First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public GameObject FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } #endregion public struct Enumerator : IEnumerator { readonly int childCount; // childCount는 GetEnumerator가 호출될 때 고정됩니다. readonly Transform originTransform; readonly bool canRun; bool withSelf; int currentIndex; GameObject current; Transform parent; internal Enumerator(Transform originTransform, bool withSelf, bool canRun) { this.originTransform = originTransform; this.withSelf = withSelf; this.currentIndex = (originTransform != null) ? originTransform.GetSiblingIndex() + 1 : 0; this.canRun = canRun; this.current = null; this.parent = originTransform.parent; this.childCount = (parent != null) ? parent.childCount : 0; } public bool MoveNext() { if (!canRun) return false; if (withSelf) { current = originTransform.gameObject; withSelf = false; return true; } if (currentIndex < childCount) { current = parent.GetChild(currentIndex).gameObject; currentIndex++; return true; } return false; } public GameObject Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } public struct OfComponentEnumerable : IEnumerable where T : Component { AfterSelfEnumerable parent; public OfComponentEnumerable(ref AfterSelfEnumerable parent) { this.parent = parent; } public OfComponentEnumerator GetEnumerator() { return new OfComponentEnumerator(ref this.parent); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } #region LINQ public void ForEach(Action action) { var e = this.GetEnumerator(); while (e.MoveNext()) { action(e.Current); } } public T First() { var e = this.GetEnumerator(); if (e.MoveNext()) { return e.Current; } else { throw new InvalidOperationException("시퀀스가 비어 있습니다."); } } public T FirstOrDefault() { var e = this.GetEnumerator(); return (e.MoveNext()) ? e.Current : null; } public T[] ToArray() { var array = new T[4]; var len = ToArrayNonAlloc(ref array); if (array.Length != len) { Array.Resize(ref array, len); } return array; } /// 요소를 버퍼에 저장하고 크기를 반환합니다. 배열은 자동으로 확장됩니다. public int ToArrayNonAlloc(ref T[] array) { var index = 0; var e = this.GetEnumerator(); while (e.MoveNext()) { if (array.Length == index) { var newSize = (index == 0) ? 4 : index * 2; Array.Resize(ref array, newSize); } array[index++] = e.Current; } return index; } #endregion } public struct OfComponentEnumerator : IEnumerator where T : Component { Enumerator enumerator; // 열거자는 변경 가능합니다. T current; #if UNITY_EDITOR static List componentCache = new List(); // UNITY_EDITOR에서 할당 없음을 위함 #endif public OfComponentEnumerator(ref AfterSelfEnumerable parent) { this.enumerator = parent.GetEnumerator(); this.current = default(T); } public bool MoveNext() { while (enumerator.MoveNext()) { #if UNITY_EDITOR enumerator.Current.GetComponents(componentCache); if (componentCache.Count != 0) { current = componentCache[0]; componentCache.Clear(); return true; } #else var component = enumerator.Current.GetComponent(); if (component != null) { current = component; return true; } #endif } return false; } public T Current { get { return current; } } object IEnumerator.Current { get { return current; } } public void Dispose() { } public void Reset() { throw new NotSupportedException(); } } } } }