using UnityEngine;
using System.Collections;
public static class TransformExtensions {
public static void SetPositionX(this Transform transform, float x) {
transform
.position = new Vector3
(x, transform
.position.y, transform
.position.z); }
public static void SetPositionY(this Transform transform, float y) {
transform
.position = new Vector3
(transform
.position.x, y, transform
.position.z); }
public static void SetPositionZ(this Transform transform, float z) {
transform
.position = new Vector3
(transform
.position.x, transform
.position.y, z
); }
public static void SetLocalPositionX(this Transform transform, float x) {
transform
.localPosition = new Vector3
(x, transform
.localPosition.y, transform
.localPosition.z); }
public static void SetLocalPositionY(this Transform transform, float y) {
transform
.localPosition = new Vector3
(transform
.localPosition.x, y, transform
.localPosition.z); }
public static void SetLocalPositionZ(this Transform transform, float z) {
transform
.localPosition = new Vector3
(transform
.localPosition.x, transform
.localPosition.y, z
); }
public static void SetRotationX(this Transform transform, float x) {
transform
.rotation = Quaternion
.Euler(new Vector3
(x, transform
.rotation.eulerAngles.y, transform
.rotation.eulerAngles.z)); }
public static void SetRotationY(this Transform transform, float y) {
transform
.rotation = Quaternion
.Euler(new Vector3
(transform
.rotation.eulerAngles.x, y, transform
.rotation.eulerAngles.z)); }
public static void SetRotationZ(this Transform transform, float z) {
transform
.rotation = Quaternion
.Euler(new Vector3
(transform
.rotation.eulerAngles.x, transform
.rotation.eulerAngles.y, z
)); }
public static void SetLocalRotationX(this Transform transform, float x) {
transform
.localRotation = Quaternion
.Euler(new Vector3
(x, transform
.localRotation.eulerAngles.y, transform
.localRotation.eulerAngles.z)); }
public static void SetLocalRotationY(this Transform transform, float y) {
transform
.localRotation = Quaternion
.Euler(new Vector3
(transform
.localRotation.eulerAngles.x, y, transform
.localRotation.eulerAngles.z)); }
public static void SetLocalRotationZ(this Transform transform, float z) {
transform
.localRotation = Quaternion
.Euler(new Vector3
(transform
.localRotation.eulerAngles.x, transform
.localRotation.eulerAngles.y, z
)); }
public static void SetLocalScaleX(this Transform transform, float x) {
transform
.localScale = new Vector3
(x, transform
.localScale.y, transform
.localScale.z); }
public static void SetLocalScaleY(this Transform transform, float y) {
transform
.localScale = new Vector3
(transform
.localScale.x, y, transform
.localScale.z); }
public static void SetLocalScaleZ(this Transform transform, float z) {
transform
.localScale = new Vector3
(transform
.localScale.x, transform
.localScale.y, z
); }
}