public void IncludePickableCursor(GameObject newP) { if (GlobalFuncs.Distance(transform.position, newP.transform.position) <= pickingDistance) { pickableItemCursor.Add(newP); } }
public float GetMouseAngleRespToCenter(Vector2 center) { Vector2 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); float distance = GlobalFuncs.Distance(center, pos); float lowerPart = (pos.y - center.y) < 0.0f?1.0f:0.0f; float arccos = Mathf.Rad2Deg * Mathf.Acos((pos.x - center.x) / distance); return((pos.y - center.y) < 0.0f ? 180.0f + (180.0f - arccos):arccos); }
public Vector2 GetMousePositionInRange(float range, Vector2 center) { Vector2 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); float distance = GlobalFuncs.Distance(center, pos); if (distance < range) { return(pos); } else { Vector2 newPos = new Vector2(center.x - (center.x - pos.x) / (distance / range), center.y - (center.y - pos.y) / (distance / range)); return(newPos); } }
public Vector2 GetMousePositionInRange(float range) { Vector2 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 center = (Vector2)this.gameObject.transform.position + this.gameObject.GetComponent <CapsuleCollider2D>().offset; float distance = GlobalFuncs.Distance(center, pos); if (distance < range) { return(pos); } else { Vector2 newPos = new Vector2(center.x - (center.x - pos.x) / (distance / range), center.y - (center.y - pos.y) / (distance / range)); return(newPos); } }