public Vector2 GetRegionMarkerCenter() { if (!RegionMarkerImg.gameObject.activeSelf) { return(Vector2.zero); } return(RegionMarkerImg.GetComponent <RectTransform>().anchoredPosition); }
public Vector2 GetRegionMarkerEffDist() { if (!RegionMarkerImg.gameObject.activeSelf) { return(Vector2.zero); } return(RegionMarkerImg.GetComponent <Outline>().effectDistance); }
void UpdateRegionMarkerImg(Vector2 vp2, Vector2 vp1) { Vector2 dir = (vp2 - vp1).normalized; float vecLineDist = Vector2.Distance(vp1, vp2); Vector2 vpos = vp1 + ((dir * vecLineDist) / 2); float width = vp2.x - vp1.x; float height = vp2.y - vp1.y; // needed for the Unity's Outline cmp Vector2 effectDistance = new Vector2(width / 2, height / 2); RegionMarkerImg.gameObject.transform.rotation = Quaternion.identity; //RegionMarkerImg.transform.SetParent(scrollViewImgContent.transform); RegionMarkerImg.transform.localScale = Vector3.one; RegionMarkerImg.GetComponent <RectTransform>().anchoredPosition = vpos; RegionMarkerImg.GetComponent <Outline>().effectDistance = effectDistance; RegionMarkerImg.gameObject.SetActive(true); }