Exemple #1
0
    public static InformationBase GetInformationBaseAtPosition(Vector3 position, bool ignorePOI = false)
    {
        InformationBase clickedInformationBase = null;

        // Check for clicking to get information on actual informationBase-objects
        InformationBase[] informationBaseObjects = FindObjectsOfType <InformationBase> ();

        CircleTouch clickedCircleTouch = null;

        foreach (InformationBase informationBaseObject in informationBaseObjects)
        {
            if (!informationBaseObject.passive)
            {
                // Get click position (x,y) in a plane of the objects' Z position
                Plane   plane    = new Plane(Vector3.forward, new Vector3(0f, 0f, informationBaseObject.gameObject.transform.position.z));
                Vector2 clickPos = Game.instance.screenToWorldPosInPlane(position, plane);

                float thresholdSurroundingArea = 0.1f * 3f; // Click 0.1 (vehicle length) multiplied by three
                if (informationBaseObject.type == InformationBase.TYPE_POI)
                {
                    if (ignorePOI)
                    {
                        continue;
                    }
                    thresholdSurroundingArea = 0.07f; // Click area around POI is smaller
                }
                CircleTouch informationObjectTouch = new CircleTouch(informationBaseObject.transform.position, thresholdSurroundingArea);
                if (informationObjectTouch.isInside(clickPos))
                {
                    if (informationObjectTouch.isCloser(clickPos, clickedCircleTouch))
                    {
                        clickedCircleTouch = informationObjectTouch;
                        clickedCircleTouch.setDistance(clickPos);
                        clickedInformationBase = informationBaseObject;
                    }
                }
            }
        }

        return(clickedInformationBase);
    }
Exemple #2
0
 public bool isCloser(Vector2 pos, CircleTouch other)
 {
     return(other == null || (this.center - pos).magnitude < other.distance);
 }