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); }
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); }