void RS20SCheck() { mouse = ( new Vector3(Input.mousePosition.x, Input.mousePosition.y, 2) ); //Debug.Log(mouse); bool isActive = false; for (int i = 0; i < RS20S_Rects.Length; i++) { if (RS20S_Rects[i].gameObject.active) { float p1x = RS20S_Rects[i].rectTransform.rect.xMax * GetComponent<Canvas>().scaleFactor; float p1y = RS20S_Rects[i].rectTransform.rect.yMax * GetComponent<Canvas>().scaleFactor; float p2x = RS20S_Rects[i].rectTransform.rect.xMin * GetComponent<Canvas>().scaleFactor; float p2y = RS20S_Rects[i].rectTransform.rect.yMin * GetComponent<Canvas>().scaleFactor; Vector2 p1 = new Vector2(RS20S_Rects[i].rectTransform.position.x + p1x, RS20S_Rects[i].rectTransform.position.y + p1y); Vector2 p2 = new Vector2(RS20S_Rects[i].rectTransform.position.x + p2x, RS20S_Rects[i].rectTransform.position.y + p2y); if (g_utils.pointInRect(mouse.x, mouse.y, p1, p2)) { isActive = true; break; } else { isActive = false; } } } RS20S_Img.SetActive(isActive); }
// Use this for initialization void Start () { RS20_Img.SetActive(false); RS20S_Img.SetActive(false); EscapeText.SetActive(false); }