Example #1
0
        public bool IsContained(Area.Dimensions dim)
        /// Checks if this lock is placed fully within area.dimensions
        {
            float fullRadius = worldRadius + worldTransition;

            if (worldPos.x - fullRadius > dim.worldPos.x && worldPos.x + fullRadius < dim.worldPos.x + dim.worldSize.x &&
                worldPos.z - fullRadius > dim.worldPos.z && worldPos.z + fullRadius < dim.worldPos.z + dim.worldSize.z)
            {
                return(true);
            }

            return(false);
        }
Example #2
0
        public bool IsIntersecting(Area.Dimensions dim)
        /// Checks if locks placed within the area or intersects it
        {
            float fullRadius = worldRadius + worldTransition;

            if (dim.worldPos.x > worldPos.x + fullRadius || dim.worldPos.x + dim.worldSize.x < worldPos.x - fullRadius ||
                dim.worldPos.z > worldPos.z + fullRadius || dim.worldPos.z + dim.worldSize.z < worldPos.z - fullRadius)
            {
                return(false);
            }

            return(true);
        }