private static UIHotSpot ColliderToHotSpot(BoxCollider collider, bool nullChecked) { if (!nullChecked && !collider) { return(null); } Vector3 vector3 = collider.center; Vector3 vector31 = collider.size; GameObject gameObject = collider.gameObject; bool flag = collider.enabled; NGUITools.ColliderDestroy(collider); if (vector31.z > 0.001f) { UIBoxHotSpot uIBoxHotSpot = gameObject.AddComponent <UIBoxHotSpot>(); uIBoxHotSpot.center = vector3; uIBoxHotSpot.size = vector31; uIBoxHotSpot.enabled = flag; return(uIBoxHotSpot); } UIRectHotSpot uIRectHotSpot = gameObject.AddComponent <UIRectHotSpot>(); uIRectHotSpot.center = vector3; uIRectHotSpot.size = vector31; uIRectHotSpot.enabled = flag; return(uIRectHotSpot); }
private static UIHotSpot ColliderToHotSpot(Collider collider, bool nullChecked) { Bounds bound; if (!nullChecked && !collider) { return(null); } if (collider is BoxCollider) { return(NGUITools.ColliderToHotSpot((BoxCollider)collider)); } if (collider is SphereCollider) { return(NGUITools.ColliderToHotSpot((SphereCollider)collider)); } if (collider is TerrainCollider) { Debug.Log("Sorry not going to convert a terrain collider.. that sounds destructive.", collider); return(null); } Bounds bound1 = collider.bounds; Matrix4x4 matrix4x4 = collider.transform.worldToLocalMatrix; AABBox.Transform3x4(ref bound1, ref matrix4x4, out bound); bool flag = collider.enabled; GameObject gameObject = collider.gameObject; NGUITools.ColliderDestroy(collider); Vector3 vector3 = bound.size; if (vector3.z > 0.001f) { UIBoxHotSpot uIBoxHotSpot = gameObject.AddComponent <UIBoxHotSpot>(); uIBoxHotSpot.size = vector3; uIBoxHotSpot.center = bound.center; uIBoxHotSpot.enabled = flag; return(uIBoxHotSpot); } UIRectHotSpot uIRectHotSpot = gameObject.AddComponent <UIRectHotSpot>(); uIRectHotSpot.size = vector3; uIRectHotSpot.center = bound.center; uIRectHotSpot.enabled = flag; return(uIRectHotSpot); }