↓在不会扩展前我是这么写的:
/// <summary>
/// 限制Vector3区域在一个方形区域
/// </summary>
public static Vector3 Clamp(Vector3 pos, Vector3 min, Vector3 max)
{
float x = Mathf.Clamp(pos.x, min.x, max.x);
float y = Mathf.Clamp(pos.y, min.y, max.y);
float z = Mathf.Clamp(pos.z, min.z, max.z);
Vector3 result = new Vector3(x, y, z);
return result;
}
后来我学了扩展,
有一种恍然大悟的感觉! 原来可以这样写! 就特别爽
/// <summary>
/// Transform的扩展方法, 限制区域
/// </summary>
public static void ClampPos(this Transform trs, Vector3 min, Vector3 max)
{
float x = Mathf.Clamp(trs.position.x, min.x, max.x);
float y = Mathf.Clamp(trs.position.y, min.y, max.y);
float z = Mathf.Clamp(trs.position.z, min.z, max.z);
trs.position = new Vector3(x, y, z);
}
就能直接用了
transform.ClampPos(Vector3.zero, Vector3.one);
其实就是个静态方法, 不同是, 要在参数前写上 this Transform trs,
注意: 扩展方法要放在静态类里 !!!
能实例化的类型才能被扩展, 比如Resources类就不能被扩展