public float Get_Distance_Transform() //Distance from Start to End Point { Class_Vector cl_Vector = new Class_Vector(); return(cl_Vector.Get_Distance(t_Start, t_End)); }
/// <summary> /// Spherecast Vec Check /// </summary> /// <param name="v3_Start"></param> /// <param name="f_Radius"></param> /// <param name="v3_End"></param> /// <param name="l_Tarket"></param> /// <param name="l_Barrier"></param> /// <returns></returns> public bool Get_SphereCast_Vec_Check_LayerMask(Vector3 v3_Start, float f_Radius, Vector3 v3_End, LayerMask l_Tarket, LayerMask l_Barrier) //Spherecast Vec Check { Class_Vector cl_Vector = new Class_Vector(); if (Get_SphereCast_Vec_Check(v3_Start, f_Radius, v3_End, cl_Vector.Get_Distance(v3_Start, v3_End), l_Barrier)) { //Hit Barrier return(false); } else if (Get_SphereCast_Vec_Check(v3_Start, f_Radius, v3_End, cl_Vector.Get_Distance(v3_Start, v3_End), l_Tarket)) { //Hit Tarket return(true); } return(false); }
/// <summary> /// Boxcast Vec Check /// </summary> /// <param name="v3_Start"></param> /// <param name="v3_Size"></param> /// <param name="v3_End"></param> /// <param name="v3_Rotation"></param> /// <param name="l_Tarket"></param> /// <param name="l_Barrier"></param> /// <returns></returns> public bool Get_BoxCast_Vec_Check_LayerMask(Vector3 v3_Start, Vector3 v3_Size, Vector3 v3_End, Vector3 v3_Rotation, LayerMask l_Tarket, LayerMask l_Barrier) //Boxcast Vec Check { Class_Vector cl_Vector = new Class_Vector(); if (Get_BoxCast_Vec_Check(v3_Start, v3_Size, v3_End, v3_Rotation, cl_Vector.Get_Distance(v3_Start, v3_End), l_Barrier)) { //Hit Barrier return(false); } else if (Get_BoxCast_Vec_Check(v3_Start, v3_Size, v3_End, v3_Rotation, cl_Vector.Get_Distance(v3_Start, v3_End), l_Tarket)) { //Hit Tarket return(true); } return(false); }