Efficiently traverse hierarchy and append GameObject.
All methods are extension of GameObject, using Cute.Linq
then you can use all extension methods.
using Cute.Linq;
var root = GameObject.Find("root");
var cube = Resources.Load("Prefabs/PrefabCube") as GameObject;
// add do attach parent, set same layer and fix localPosition/Scale/Rotation.
// added child is cloned and returns child object.
var clone = root.Add(cube);
// choose sibling position and allow append multiple objects.
var clones = root.AddAfterSelfRange(new[] { cube, cube, cube });
// destroy do check null.
root.Destroy();
Add method's child is cloned. It is useful for instantiate prefab scenario. If you want to move only child, you can use(MoveToLast
, MoveToFirst
, MoveToBeforeSelf
, MoveToAfterSelf
) and (MoveToLastRange
, MoveToFirstRange
, MoveToBeforeSelfRange
, MoveToAfterSelfRange
) instead of Add.
All traverse methods can find inactive object. If not found, return type is GameObject
methods return null, return type is IEnumerable<GameObject>
methods return empty sequence.
Method | Description |
---|---|
Parent | Gets the parent gObj of this gObj. If this gObj has no parent, returns null. |
Child | Gets the first child gObj with the specified name. If there is no gObj with the speficided name, returns null. |
Children | Returns a collection of the child gObjs. |
ChildrenAndSelf | Returns a collection of gObjs that contain this gObj, and the child gObjs. |
Ancestors | Returns a collection of the ancestor gObjs of this gObj. |
AncestorsAndSelf | Returns a collection of gObjs that contain this element, and the ancestors of this gObj. |
Descendants | Returns a collection of the descendant gObjs. |
DescendantsAndSelf | Returns a collection of gObjs that contain this gObj, and all descendant gObjs of this gObj. |
BeforeSelf | Returns a collection of the sibling gObjs before this gObj. |
BeforeSelfAndSelf | Returns a collection of gObjs that contain this gObj, and the sibling gObjs before this gObj. |
AfterSelf | Returns a collection of the sibling gObjs after this gObj. |
AfterSelfAndSelf | Returns a collection of gObjs that contain this gObj, and the sibling gObjs after this gObj. |
Descendants
has descendIntoChildren
overload, it stops traverse children when does not match condition.
Operate methods have four optional parameter. cloneType
configure cloned child GameObject's localPosition/Scale/Rotation, default copies original local transform. setActive
configure activates/deactivates child GameObject. If null, doesn't set specified value. specifiedName
configure set name of child GameObject. If null, doesn't set specified value. setLayer
configure set child GameObject's layer same with parent, default doesn't set layer.
Method | Description |
---|---|
Add | Adds the gObj/Component as children of this gObj. Target is cloned. |
AddRange | Adds the gObj/Component as children of this gObj. Target is cloned. |
AddFirst | Adds the gObj/Component as the first children of this gObj. Target is cloned. |
AddFirstRange | Adds the gObj/Component as the first children of this gObj. Target is cloned. |
AddBeforeSelf | Adds the gObj/Component before this gObj. Target is cloned. |
AddBeforeSelfRange | Adds the gObj/Component before this gObj. Target is cloned. |
AddAfterSelf | Adds the gObj/Component after this gObj. Target is cloned. |
AddAfterSelfRange | Adds the gObj/Component after this gObj. Target is cloned. |
Destroy | Destroy this gObj safety(check null). |
There are TransformCloneType
that used Add methods.
If target is
RectTransform
always useSetParent(parent, false)
and ignoresTransformCloneType
Value | Description |
---|---|
KeepOriginal | Set to same as Original. This is default of Add methods. |
FollowParent | Set to same as Parent. |
Origin | Set to Position = zero, Scale = one, Rotation = identity. |
DoNothing | Position/Scale/Rotation as is. |
MoveTo methods similar with Add but don't clone target.
Method | Description |
---|---|
MoveToLast | Move the gObj/Component as children of this gObj. |
MoveToLastRange | Move the gObj/Component as children of this gObj. |
MoveToFirst | Move the gObj/Component as the first children of this gObj. |
MoveToFirstRange | Move the gObj/Component as the first children of this gObj. |
MoveToBeforeSelf | Move the gObj/Component before this gObj. |
MoveToBeforeSelfRange | Move the gObj/Component before this gObj. |
MoveToAfterSelf | Move the gObj/Component after this gObj. |
MoveToAfterSelfRange | Move the gObj/Component after this gObj. |
There are TransformMoveType
that used MoveTo methods.
If target is
RectTransform
always useSetParent(parent, false)
and ignoresTransformMoveType
Value | Description |
---|---|
FollowParent | Set to same as Parent. |
Origin | Set to Position = zero, Scale = one, Rotation = identity. |
DoNothing | Position/Scale/Rotation as is. This is default of MoveTo methods. |
IEnumerable<GameObject>
Extensions. If multiple GameObjects in the source collection have the same GameObject will be included multiple times in the result collection. To avoid this, use the Distinct
(LINQ to Objects) method.
Method | Description |
---|---|
Ancestors | Returns a collection of gObjs that contains the ancestors of every gObj in the source collection. |
AncestorsAndSelf | Returns a collection of gObjs that contains every gObj in the source collection, and the ancestors of every gObj in the source collection. |
Descendants | Returns a collection of gObjs that contains the descendant gObjs of every gObj in the source collection. |
DescendantsAndSelf | Returns a collection of gObjs that contains every gObj in the source collection, and the descendent gObjs of every gObj in the source collection. |
Children | Returns a filtered collection of the child gObjs of every gObj in the source collection. Only gObjs that have a matching name are included in the collection. |
ChildrenAndSelf | Returns a collection of gObjs that contains every gObj in the source collection, and the child gObjs of every gObj in the source collection. |
Destroy | Destroy every gObj in the source collection safety(check null). |
OfComponent | Returns a collection of specified component in the source collection. |
The concept of LINQ to GameObject is axis on tree.
Every traverse method returns IEnumerable<GameObject>
and deferred exectuion. For example
origin.Ancestors(); // Container, Root
origin.Children(); // Sphere_A, Sphere_B, Group, Sphere_A, Sphere_B
origin.Descendants(); // Sphere_A, Sphere_B, Group, P1, Group, Sphere_B, P2, Sphere_A, Sphere_B
origin.BeforeSelf(); // C1, C2
origin.AfterSelf(); // C3, C4
You can chain query(LINQ to Objects) and use some specified methods(Destroy
, OfComponent
and others).
// destroy all filtered(tag == "foobar") objects
root.Descendants().Where(x => x.tag == "foobar").Destroy();
// destroy all cloned objects
origin.transform.root.gameObject
.Descendants()
.Where(x => x.name.EndsWith("(Clone)"))
.Destroy();
// get FooScript under self childer objects and self
var fooScripts = root.ChildrenAndSelf().OfComponent<FooScript>();
Note: LINQ to GameObject is optimized for iteration, returns struct enumerable and struct enumerator instead of
IEnumerable<GameObject>
.
LINQ to GameObject is optimized heavily. Traverse methods returns hand optimized struct enumerator so it can avoid garbage when enumerate.
Some LINQ methods are optimized. First
, FirstOrDefault
, ToArray
path through the optimized path.
LINQ to GameObject also provides ToArrayNonAlloc
. It is like Physics.RaycastNonAlloc
or void GetComponentsInChildren<T>(List<T> results)
and reuse List<T>
. You can reuse array for no garbage.
GameObject[] array = new GameObject[0];
// travese on every update but no allocate memory
void Update()
{
var size = origin.Children().ToArrayNonAlloc(ref array);
for (int i = 0; i < size; i++)
{
var element = array[i];
}
}
ToArray
and ToArrayNonAlloc
have five overloads. ()
, (Func<GameObject, T> selector)
, (Func<GameObject, bool> filter)
, (Func<GameObject, bool> filter, Func<GameObject, T> selector)
, (Func<GameObject, TState> let, Func<TState, bool> filter, Func<TState, T> selector)
for Optimize Where().Select().ToArray()
pattern.
If you use simple iteration or use ForEach
or ToArrayNonAlloc
, LINQ to GameObject guarantees no gc allocate and performance is very fast.
If you use DescendantsAndSelf().OfComponent<T>()
, it may possible to substitude GetComponentsInChildren<T>
that is always fast than LINQ traverse(because LINQ traverse can not have native magics). So you can substitude native methods, use it. If you needs other query, use LINQ.
Descendants(AndSelf) returns single Component on each GameObject, GetComponentsInChildren returns multiple Component on each GameObject, so behaviour is different. LINQ to GameObject's Descendants is heavily optimized, internal iterator of
ForEach
andToArray
is specialize tuned.