using HarmonyLib; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; using Object = UnityEngine.Object; namespace NewHorizons.Utility { public static class SearchUtilities { private static readonly Dictionary CachedGameObjects = new Dictionary(); public static void ClearCache() { Logger.LogVerbose("Clearing search cache"); CachedGameObjects.Clear(); } public static List FindObjectsOfTypeAndName(string name) where T : Object { T[] firstList = GameObject.FindObjectsOfType(); List finalList = new List(); for (var i = 0; i < firstList.Length; i++) { if (firstList[i].name == name) { finalList.Add(firstList[i]); } } return finalList; } public static T FindObjectOfTypeAndName(string name) where T : Object { T[] firstList = GameObject.FindObjectsOfType(); for (var i = 0; i < firstList.Length; i++) { if (firstList[i].name == name) { return firstList[i]; } } return null; } public static List FindResourcesOfTypeAndName(string name) where T : Object { T[] firstList = Resources.FindObjectsOfTypeAll(); List finalList = new List(); for (var i = 0; i < firstList.Length; i++) { if (firstList[i].name == name) { finalList.Add(firstList[i]); } } return finalList; } public static T FindResourceOfTypeAndName(string name) where T : Object { T[] firstList = Resources.FindObjectsOfTypeAll(); for (var i = 0; i < firstList.Length; i++) { if (firstList[i].name == name) { return firstList[i]; } } return null; } public static string GetPath(this Transform current) { if (current.parent == null) return current.name; return current.parent.GetPath() + "/" + current.name; } public static GameObject FindChild(this GameObject g, string childPath) => g.transform.Find(childPath)?.gameObject; /// /// finds active or inactive object by path, /// or recursively finds an active or inactive object by name /// public static GameObject Find(string path, bool warn = true) { if (CachedGameObjects.TryGetValue(path, out var go)) return go; go = GameObject.Find(path); if (go == null) { // find inactive use root + transform.find var names = path.Split('/'); var rootName = names[0]; var root = SceneManager.GetActiveScene().GetRootGameObjects().FirstOrDefault(x => x.name == rootName); if (root == null) { if (warn) Logger.LogWarning($"Couldn't find root object in path {path}"); return null; } var childPath = names.Skip(1).Join(delimiter: "/"); go = root.FindChild(childPath); if (go == null) { var name = names.Last(); if (warn) Logger.LogWarning($"Couldn't find object in path {path}, will look for potential matches for name {name}"); // find resource to include inactive objects // also includes prefabs but hopefully thats okay go = FindResourceOfTypeAndName(name); if (go == null) { if (warn) Logger.LogWarning($"Couldn't find object with name {name}"); return null; } } } CachedGameObjects.Add(path, go); return go; } public static List GetAllChildren(this GameObject parent) { var children = new List(); foreach (Transform child in parent.transform) { children.Add(child.gameObject); } return children; } } }