using UnityEngine; using System.Text; using System.Collections; using System.Collections.Generic; namespace TMPro { public static class TMPro_ExtensionMethods { /// /// Converts a string of 4 ascii characters to an int. /// /// String comprised of 4 ascii characters. /// The integer value for the string. internal static int TagToInt(this string s) { if (string.IsNullOrEmpty(s)) return 0; return s[0] << 24 | s[1] << 16 | s[2] << 8 | s[3]; } public static int[] ToIntArray(this string text) { int[] intArray = new int[text.Length]; for (int i = 0; i < text.Length; i++) { intArray[i] = text[i]; } return intArray; } public static string ArrayToString(this char[] chars) { string s = string.Empty; for (int i = 0; i < chars.Length && chars[i] != 0; i++) { s += chars[i]; } return s; } public static string IntToString(this int[] unicodes) { char[] chars = new char[unicodes.Length]; for (int i = 0; i < unicodes.Length; i++) { chars[i] = (char)unicodes[i]; } return new string(chars); } internal static string UintToString(this List unicodes) { char[] chars = new char[unicodes.Count]; for (int i = 0; i < unicodes.Count; i++) { chars[i] = (char)unicodes[i]; } return new string(chars); } public static string IntToString(this int[] unicodes, int start, int length) { if (start > unicodes.Length) return string.Empty; int end = Mathf.Min(start + length, unicodes.Length); char[] chars = new char[end - start]; int writeIndex = 0; for (int i = start; i < end; i++) { chars[writeIndex++] = (char)unicodes[i]; } return new string(chars); } public static int FindInstanceID (this List list, T target) where T : Object { int targetID = target.GetInstanceID(); for (int i = 0; i < list.Count; i++) { if (list[i].GetInstanceID() == targetID) return i; } return -1; } public static bool Compare(this Color32 a, Color32 b) { return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; } public static bool CompareRGB(this Color32 a, Color32 b) { return a.r == b.r && a.g == b.g && a.b == b.b; } public static bool Compare(this Color a, Color b) { return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; } public static bool CompareRGB(this Color a, Color b) { return a.r == b.r && a.g == b.g && a.b == b.b; } public static Color32 Multiply (this Color32 c1, Color32 c2) { byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255); byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255); byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255); byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255); return new Color32(r, g, b, a); } public static Color32 Tint (this Color32 c1, Color32 c2) { byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255); byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255); byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255); byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255); return new Color32(r, g, b, a); } public static Color32 Tint(this Color32 c1, float tint) { byte r = (byte)(Mathf.Clamp(c1.r / 255f * tint * 255, 0, 255)); byte g = (byte)(Mathf.Clamp(c1.g / 255f * tint * 255, 0, 255)); byte b = (byte)(Mathf.Clamp(c1.b / 255f * tint * 255, 0, 255)); byte a = (byte)(Mathf.Clamp(c1.a / 255f * tint * 255, 0, 255)); return new Color32(r, g, b, a); } internal static Color32 GammaToLinear(this Color32 c) { return new Color32(GammaToLinear(c.r), GammaToLinear(c.g), GammaToLinear(c.b), c.a); } static byte GammaToLinear(byte value) { float v = value / 255f; if (v <= 0.04045f) return (byte)(v / 12.92f * 255f); if (v < 1.0f) return (byte)(Mathf.Pow((v + 0.055f) / 1.055f, 2.4f) * 255); if (v == 1.0f) return 255; return (byte)(Mathf.Pow(v, 2.2f) * 255); } public static Color MinAlpha(this Color c1, Color c2) { float a = c1.a < c2.a ? c1.a : c2.a; return new Color(c1.r, c1.g, c1.b, a); } public static bool Compare(this Vector3 v1, Vector3 v2, int accuracy) { bool x = (int)(v1.x * accuracy) == (int)(v2.x * accuracy); bool y = (int)(v1.y * accuracy) == (int)(v2.y * accuracy); bool z = (int)(v1.z * accuracy) == (int)(v2.z * accuracy); return x && y && z; } public static bool Compare(this Quaternion q1, Quaternion q2, int accuracy) { bool x = (int)(q1.x * accuracy) == (int)(q2.x * accuracy); bool y = (int)(q1.y * accuracy) == (int)(q2.y * accuracy); bool z = (int)(q1.z * accuracy) == (int)(q2.z * accuracy); bool w = (int)(q1.w * accuracy) == (int)(q2.w * accuracy); return x && y && z && w; } //public static void AddElementAtIndex(this T[] array, int writeIndex, T item) //{ // if (writeIndex >= array.Length) // System.Array.Resize(ref array, Mathf.NextPowerOfTwo(writeIndex + 1)); // array[writeIndex] = item; //} /// /// Insert item into array at index. /// /// /// /// /// //public static void Insert(this T[] array, int index, T item) //{ // if (index > array.Length - 1) return; // T savedItem = item; // for (int i = index; i < array.Length; i++) // { // savedItem = array[i]; // array[i] = item; // item = savedItem; // } //} /// /// Insert item into array at index. /// /// /// /// /// //public static void Insert(this T[] array, int index, T[] items) //{ // if (index > array.Length - 1) return; // System.Array.Resize(ref array, array.Length + items.Length); // int sourceIndex = 0; // T savedItem = items[sourceIndex]; // for (int i = index; i < array.Length; i++) // { // savedItem = array[i]; // array[i] = items[sourceIndex]; // items[sourceIndex] = savedItem; // if (sourceIndex < items.Length - 1) // sourceIndex += 1; // else // sourceIndex = 0; // } //} } public static class TMP_Math { public const float FLOAT_MAX = 32767; public const float FLOAT_MIN = -32767; public const int INT_MAX = 2147483647; public const int INT_MIN = -2147483647; public const float FLOAT_UNSET = -32767; public const int INT_UNSET = -32767; public static Vector2 MAX_16BIT = new Vector2(FLOAT_MAX, FLOAT_MAX); public static Vector2 MIN_16BIT = new Vector2(FLOAT_MIN, FLOAT_MIN); public static bool Approximately(float a, float b) { return (b - 0.0001f) < a && a < (b + 0.0001f); } public static int Mod(int a, int b) { int r = a % b; return r < 0 ? r + b : r; } } }