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今天小編給大家分享一下Unity全局工具類有哪些的相關(guān)知識(shí)點(diǎn),內(nèi)容詳細(xì),邏輯清晰,相信大部分人都還太了解這方面的知識(shí),所以分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后有所收獲,下面我們一起來了解一下吧。
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一:系統(tǒng)工具
一:獲取本機(jī)IP地址
public static string GetLocalIP() { //DNS.GetHostName()獲取本機(jī)名Dns.GetHostAddresses()根據(jù)本機(jī)名獲取ip地址組 IPAddress[] ips = Dns.GetHostAddresses(Dns.GetHostName()); foreach (IPAddress ip in ips) { if (ip.AddressFamily == AddressFamily.InterNetwork) { return ip.ToString(); //ipv4 } } return null; }
二:獲取本機(jī)MAC地址
public static string GetMacAddress() { try { NetworkInterface[] nis = NetworkInterface.GetAllNetworkInterfaces(); for (int i = 0; i < nis.Length; i++) { if (nis[i].Name == "本地連接") { return nis[i].GetPhysicalAddress().ToString(); } } return "null"; } catch { return "null"; } }
三:獲取字符串的MD5
// 計(jì)算字符串的MD5值 public static string Md5String(string source) { MD5CryptoServiceProvider md5 = new MD5CryptoServiceProvider(); byte[] data = System.Text.Encoding.UTF8.GetBytes(source); byte[] md5Data = md5.ComputeHash(data, 0, data.Length); md5.Clear(); string destString = ""; for (int i = 0; i < md5Data.Length; i++) { destString += System.Convert.ToString(md5Data[i], 16).PadLeft(2, '0'); } destString = destString.PadLeft(32, '0'); return destString; }
四:計(jì)算文件的MD5
public static string Md5File(string file) { try { FileStream fs = new FileStream(file, FileMode.Open); string size = fs.Length / 1024 + ""; //Debug.Log("當(dāng)前文件的大小: " + file + "===>" + (fs.Length / 1024) + "KB"); System.Security.Cryptography.MD5 md5 = new System.Security.Cryptography.MD5CryptoServiceProvider(); byte[] retVal = md5.ComputeHash(fs); fs.Close(); StringBuilder sb = new StringBuilder(); for (int i = 0; i < retVal.Length; i++) { sb.Append(retVal[i].ToString("x2")); } return sb + "|" + size; } catch (Exception ex) { throw new Exception("md5file() fail, error:" + ex.Message); } }
五:MD5的32位加密
// MD5 32位加密 public static string UserMd5(string str) { string cl = str; StringBuilder pwd = new StringBuilder(); MD5 md5 = MD5.Create();//實(shí)例化一個(gè)md5對(duì)像 // 加密后是一個(gè)字節(jié)類型的數(shù)組,這里要注意編碼UTF8/Unicode等的選擇 byte[] s = md5.ComputeHash(Encoding.UTF8.GetBytes(cl)); // 通過使用循環(huán),將字節(jié)類型的數(shù)組轉(zhuǎn)換為字符串,此字符串是常規(guī)字符格式化所得 for (int i = 0; i < s.Length; i++) { // 將得到的字符串使用十六進(jìn)制類型格式。格式后的字符是小寫的字母,如果使用大寫(X)則格式后的字符是大寫字符 pwd.Append(s[i].ToString("x2")); //pwd = pwd + s[i].ToString("X"); } return pwd.ToString(); }
六:字節(jié)的加密解密
public static void Encypt(ref byte[] targetData, byte m_key) { //加密,與key異或,解密的時(shí)候同樣如此 int dataLength = targetData.Length; for (int i = 0; i < dataLength; ++i) { targetData[i] = (byte)(targetData[i] ^ m_key); } }
七:Base64編碼解碼
// Base64編碼 public static string Encode(string message) { byte[] bytes = Encoding.GetEncoding("utf-8").GetBytes(message); return Convert.ToBase64String(bytes); } // Base64解碼 public static string Decode(string message) { byte[] bytes = Convert.FromBase64String(message); return Encoding.GetEncoding("utf-8").GetString(bytes); }
八:隨機(jī)生成字符串
public static string RandomCharacters() { string str = string.Empty; long num2 = DateTime.Now.Ticks + 0; System.Random random = new System.Random(((int)(((ulong)num2) & 0xffffffffL)) | ((int)(num2 >> 1))); for (int i = 0; i < 20; i++) { char ch; int num = random.Next(); if ((num % 2) == 0) { ch = (char)(0x30 + ((ushort)(num % 10))); } else { ch = (char)(0x41 + ((ushort)(num % 0x1a))); } str = str + ch.ToString(); } return str; }
二:UI控件常用功能及事件監(jiān)聽
一:UI控件添加事件監(jiān)聽
////// UGUI 控件添加事件監(jiān)聽 /// /// 事件監(jiān)聽目標(biāo) /// 事件類型 /// 回調(diào)函數(shù) public static void AddEventListener(this RectTransform target, EventTriggerType type, UnityActioncallback) { EventTrigger trigger = target.GetComponent (); if (trigger == null) { trigger = target.gameObject.AddComponent (); trigger.triggers = new List (); } //定義一個(gè)事件 EventTrigger.Entry entry = new EventTrigger.Entry(); //設(shè)置事件類型 entry.eventID = type; //設(shè)置事件回調(diào)函數(shù) entry.callback = new EventTrigger.TriggerEvent(); entry.callback.AddListener(callback); //添加事件到事件組 trigger.triggers.Add(entry); }
二:UGUI按鈕添加移除點(diǎn)擊監(jiān)聽事件
// UGUI Button添加點(diǎn)擊事件監(jiān)聽 public static void AddEventListener(this RectTransform target, UnityAction callback) { Button button = target.GetComponent
三:判定鼠標(biāo)是否停留在ui控件上
public static bool IsPointerOverUGUI() { if (EventSystem.current) { return EventSystem.current.IsPointerOverGameObject(); } else { return false; } }
四:限制Text內(nèi)容的長(zhǎng)度
// 限制Text內(nèi)容的長(zhǎng)度在length以內(nèi),超過的部分用replace代替 public static void RestrictLength(this Text tex, int length, string replace) { if (tex.text.Length > length) { tex.text = tex.text.Substring(0, length) + replace; } }
五:富文本限制Text內(nèi)指定內(nèi)容的大小顏色加粗斜體
// 限制Text中指定子字串的字體大小 public static void ToRichSize(this Text tex, string subStr, int size) { if (subStr.Length <= 0 || !tex.text.Contains(subStr)) { return; } string valueRich = tex.text; int index = valueRich.IndexOf(subStr); if (index >= 0) valueRich = valueRich.Insert(index, ""); else return; index = valueRich.IndexOf(subStr) + subStr.Length; if (index >= 0) valueRich = valueRich.Insert(index, " "); else return; tex.text = valueRich; } // 限制Text中指定子字串的字體顏色 public static void ToRichColor(this Text tex, string subStr, Color color) { if (subStr.Length <= 0 || !tex.text.Contains(subStr)) { return; } string valueRich = tex.text; int index = valueRich.IndexOf(subStr); if (index >= 0) valueRich = valueRich.Insert(index, ""); else return; index = valueRich.IndexOf(subStr) + subStr.Length; if (index >= 0) valueRich = valueRich.Insert(index, " "); else return; tex.text = valueRich; } // 限制Text中的指定子字串的字體加粗 public static void ToRichBold(this Text tex, string subStr) { if (subStr.Length <= 0 || !tex.text.Contains(subStr)) { return; } string valueRich = tex.text; int index = valueRich.IndexOf(subStr); if (index >= 0) valueRich = valueRich.Insert(index, ""); else return; index = valueRich.IndexOf(subStr) + subStr.Length; if (index >= 0) valueRich = valueRich.Insert(index, ""); else return; tex.text = valueRich; } // 限制Text中的指定子字串的字體斜體 public static void ToRichItalic(this Text tex, string subStr) { if (subStr.Length <= 0 || !tex.text.Contains(subStr)) { return; } string valueRich = tex.text; int index = valueRich.IndexOf(subStr); if (index >= 0) valueRich = valueRich.Insert(index, ""); else return; index = valueRich.IndexOf(subStr) + subStr.Length; if (index >= 0) valueRich = valueRich.Insert(index, ""); else return; tex.text = valueRich; } // 清除所有富文本樣式 public static void ClearRich(this Text tex) { string value = tex.text; for (int i = 0; i < value.Length; i++) { if (value[i] == '<') { for (int j = i + 1; j < value.Length; j++) { if (value[j] == '>') { int count = j - i + 1; value = value.Remove(i, count); i -= 1; break; } } } } tex.text = value; }
三:坐標(biāo)系轉(zhuǎn)換
public enum UIType { ////// 屏幕UI /// Overlay, ////// 攝像機(jī)UI /// Camera, ////// 世界UI /// World }
一:世界坐標(biāo)轉(zhuǎn)換為UGUI坐標(biāo)
////// 世界坐標(biāo)轉(zhuǎn)換為UGUI坐標(biāo)(只針對(duì)框架UI模塊下的UI控件) /// /// 世界坐標(biāo) /// 參照物(要賦值的UGUI控件的根物體) /// UI類型 ///基于參照物的局部UGUI坐標(biāo) public static Vector2 WorldToUGUIPosition(this Vector3 position, RectTransform reference = null, UIType uIType = UIType.Overlay) { Vector3 screenPos; Vector2 anchoredPos = Vector2.zero; switch (uIType) { case UIType.Overlay: screenPos = Camera.main.WorldToScreenPoint(position); screenPos.z = 0; RectTransformUtility.ScreenPointToLocalPointInRectangle(reference, screenPos, null, out anchoredPos); break; case UIType.Camera: screenPos = Camera.main.WorldToScreenPoint(position); screenPos.z = 0; RectTransformUtility.ScreenPointToLocalPointInRectangle(reference, screenPos, Camera.main, out anchoredPos); break; case UIType.World: break; } return anchoredPos; }
二:屏幕坐標(biāo)轉(zhuǎn)換為UGUI坐標(biāo)
////// 屏幕坐標(biāo)轉(zhuǎn)換為UGUI坐標(biāo)(只針對(duì)框架UI模塊下的UI控件) /// /// 屏幕坐標(biāo) /// 參照物(要賦值的UGUI控件的根物體) /// UI類型 ///基于參照物的局部UGUI坐標(biāo) public static Vector2 ScreenToUGUIPosition(this Vector3 position, RectTransform reference = null, UIType uIType = UIType.Overlay) { Vector2 anchoredPos = Vector2.zero; switch (uIType) { case UIType.Overlay: position.z = 0; RectTransformUtility.ScreenPointToLocalPointInRectangle(reference, position, null, out anchoredPos); break; case UIType.Camera: position.z = 0; RectTransformUtility.ScreenPointToLocalPointInRectangle(reference, position, Camera.main, out anchoredPos); break; case UIType.World: break; } return anchoredPos; }
四:查詢添加子物體
一:查找獲取子物體
//查找物體的方法 public static Transform FindTheChild(GameObject goParent, string childName) { Transform searchTrans = goParent.transform.Find(childName); if (searchTrans == null) { foreach (Transform trans in goParent.transform) { searchTrans = FindTheChild(trans.gameObject, childName); if (searchTrans != null) { return searchTrans; } } } return searchTrans; }
二:獲取某種類型的子物體
//獲取子物體的腳本 public static T GetTheChildComponent(GameObject goParent, string childName) where T : Component { Transform searchTrans = FindTheChild(goParent, childName); if (searchTrans != null) { return searchTrans.gameObject.GetComponent (); } else { return null; } }
三:查找兄弟物體
// 查找兄弟 public static GameObject FindBrother(this GameObject obj, string name) { GameObject gObject = null; if (obj.transform.parent) { Transform tf = obj.transform.parent.Find(name); gObject = tf ? tf.gameObject : null; } else { GameObject[] rootObjs = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); foreach (GameObject rootObj in rootObjs) { if (rootObj.name == name) { gObject = rootObj; break; } } } return gObject; }
四:通過組件查找場(chǎng)景中所有的物體,包括隱藏和激活的
////// 通過組件查找場(chǎng)景中所有的物體,包括隱藏和激活的 /// ///組件類型 /// 組件列表 public static void FindObjectsOfType(List Result) where T : Component { if (Result == null) Result = new List (); else Result.Clear(); List sub = new List (); GameObject[] rootObjs = SceneManager.GetActiveScene().GetRootGameObjects(); foreach (GameObject rootObj in rootObjs) { rootObj.transform.GetComponentsInChildren(true, sub); Result.AddRange(sub); } }
五:通過Tag標(biāo)簽查找
//通過Tag標(biāo)簽查找場(chǎng)景中指定物 public static GameObject FindObjectByTag(string tagName) { return GameObject.FindGameObjectWithTag(tagName); }
六:設(shè)置所有子物體的Layer
//設(shè)置所有子物體的Layer public static void SetLayer(int parentLayer, Transform childTrs) { childTrs.gameObject.layer = parentLayer; for (int i = 0; i < childTrs.childCount; i++) { Transform child = childTrs.GetChild(i); child.gameObject.layer = parentLayer; SetLayer(parentLayer, child); } }
五:文件IO操作
一:寫文件
//寫進(jìn)去 public static void WriteFile(string pathName, string info) { StreamWriter sw; FileInfo fi = new FileInfo(pathName); sw = fi.CreateText(); sw.WriteLine(info); sw.Close(); sw.Dispose(); }
二:讀文件
//讀出來 public static string ReadFile(string pathName) { StreamReader sr; FileInfo fi = new FileInfo(pathName); sr = fi.OpenText(); string info = sr.ReadToEnd(); sr.Close(); sr.Dispose(); return info; }
六:數(shù)學(xué)工具
一:幾率問題設(shè)置
/**加*/ //rate:幾率數(shù)組(%), total:幾率總和(100%) // Debug.Log(rand(new int[] { 10, 5, 15, 20, 30, 5, 5,10 }, 100)); public static int rand(int[] rate, int total) { int r = UnityEngine.Random.Range(1, total + 1); int t = 0; for (int i = 0; i < rate.Length; i++) { t += rate[i]; if (r < t) { return i; } } return 0; } /**減*/ //rate:幾率數(shù)組(%), total:幾率總和(100%) // Debug.Log(randRate(new int[] { 10, 5, 15, 20, 30, 5, 5,10 }, 100)); public static int randRate(int[] rate, int total) { int rand = UnityEngine.Random.Range(0, total + 1); for (int i = 0; i < rate.Length; i++) { rand -= rate[i]; if (rand <= 0) { return i; } } return 0; }
以上就是“Unity全局工具類有哪些”這篇文章的所有內(nèi)容,感謝各位的閱讀!相信大家閱讀完這篇文章都有很大的收獲,小編每天都會(huì)為大家更新不同的知識(shí),如果還想學(xué)習(xí)更多的知識(shí),請(qǐng)關(guān)注創(chuàng)新互聯(lián)行業(yè)資訊頻道。
文章名稱:Unity全局工具類有哪些
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