public void HuidigPlusTrap(Vector2 van, Vector2 tot) { SpriteRenderer[] spriteRenderers = SpriteRenderers(); float xMostLeft = spriteRenderers.Min(x => x.transform.position.x); float xMostRight = spriteRenderers.Max(x => x.transform.position.x); float yLowest = spriteRenderers.Min(x => x.transform.position.y); float yHighest = spriteRenderers.Max(x => x.transform.position.y); foreach (SpriteRenderer spriteRenderer in spriteRenderers) { float procentueleLocatieX = MathS.ProcentueleLocatie_VoorFloats(xMostLeft, xMostRight, spriteRenderer.transform.position.x); float x = MathS.Getal_OpBasisVan_ProcentueleLocatie_VoorFloats(van.x, tot.x, procentueleLocatieX); float procentueleLocatieY = MathS.ProcentueleLocatie_VoorFloats(yLowest, yHighest, spriteRenderer.transform.position.y); float y = MathS.Getal_OpBasisVan_ProcentueleLocatie_VoorFloats(van.y, tot.y, procentueleLocatieX); RestorePoint_Position restorePoint_Position = spriteRenderer.GetComponent <RestorePoint_Position>(); x = x + restorePoint_Position.Stored.x; y = y + restorePoint_Position.Stored.y; float z = 1; spriteRenderer.transform.position = new Vector3(x, y, z); } }
public void HuidigPlusRandom(Vector2 van, Vector2 tot) { SpriteRenderer[] spriteRenderers = SpriteRenderers(); foreach (SpriteRenderer spriteRenderer in spriteRenderers) { float x = Random.Range(van.x, tot.x); float y = Random.Range(van.y, tot.y); RestorePoint_Position restorePoint_Position = spriteRenderer.GetComponent <RestorePoint_Position>(); x = x + restorePoint_Position.Stored.x; y = y + restorePoint_Position.Stored.y; spriteRenderer.transform.position = new Vector3(x, y, 1); } }
public void HuidigPlusStretch(Vector2 van, Vector2 tot) { Vector2[] positieRange = new Vector2[] { van, tot }; float erbijMeestLinks = positieRange.Min(x => x.x); float erbijMeestRechts = positieRange.Max(x => x.x); float erbijMeestOnder = positieRange.Min(x => x.y); float erbijMeestBoven = positieRange.Max(x => x.y); SpriteRenderer[] spriteRenderers = SpriteRenderers(); float xMostLeft = spriteRenderers.Min(x => x.transform.position.x); float xMostRight = spriteRenderers.Max(x => x.transform.position.x); float xMostDown = spriteRenderers.Min(x => x.transform.position.y); float xMostUp = spriteRenderers.Max(x => x.transform.position.y); foreach (SpriteRenderer spriteRenderer in spriteRenderers) { float procentueleLocatie_Horizontaal = MathS.ProcentueleLocatie_VoorFloats(xMostLeft, xMostRight, spriteRenderer.transform.position.x); float plusX = MathS.Getal_OpBasisVan_ProcentueleLocatie_VoorFloats(erbijMeestLinks, erbijMeestRechts, procentueleLocatie_Horizontaal); float procentueleLocatie_Verticaal = MathS.ProcentueleLocatie_VoorFloats(xMostDown, xMostUp, spriteRenderer.transform.position.y); float plusY = MathS.Getal_OpBasisVan_ProcentueleLocatie_VoorFloats(erbijMeestOnder, erbijMeestBoven, procentueleLocatie_Verticaal); RestorePoint_Position restorePoint_Position = spriteRenderer.GetComponent <RestorePoint_Position>(); spriteRenderer.transform.position = new Vector3( restorePoint_Position.Stored.x + plusX, restorePoint_Position.Stored.y + plusY, restorePoint_Position.Stored.z); } MathS.Getal_OpBasisVan_ProcentueleLocatie_VoorFloats(0, 0, 0); MathS.ProcentueleLocatie_VoorFloats(0, 0, 0); float yLowest = spriteRenderers.Min(x => x.transform.position.y); float yHighest = spriteRenderers.Max(x => x.transform.position.y); }