public bool DoCheck(Vector3 position, Quaternion rotation) { Vector3 vector3 = position + (rotation * this.worldPosition); Quaternion quaternion = rotation * this.worldRotation; return(SocketMod_AreaCheck.IsInArea(vector3, quaternion, this.bounds, this.layerMask) == this.wantsInside); }
public bool DoCheck(Vector3 position, Quaternion rotation) { return(SocketMod_AreaCheck.IsInArea(Vector3.op_Addition(position, Quaternion.op_Multiply(rotation, this.worldPosition)), Quaternion.op_Multiply(rotation, this.worldRotation), this.bounds, this.layerMask) == this.wantsInside); }