private bool Equals(WorldPosition other) { return(_x.Equals(other._x) && _y.Equals(other._y)); }
public bool IsInRange(WorldPosition other, float range) { return(DistanceSq(this, other) <= range * range); }
public static float Distance(WorldPosition one, WorldPosition two) { return(Mathf.Sqrt((one.X - two.X) * (one.X - two.X) + (one.Y - two.Y) * (one.Y - two.Y))); }
public static float DistanceSq(WorldPosition one, WorldPosition two) { return((one.X - two.X) * (one.X - two.X) + (one.Y - two.Y) * (one.Y - two.Y)); }
public WorldPositionTarget(WorldPosition position) { _position = position; }
public WorldPosition GetFowardVect(WorldPosition a) { var vect = a - this; return(vect / vect.GetMagnitude()); }