Exemplo n.º 1
0
    // TODO: make it FillCircle ()
    public void CutCircle(Vector2 center, float radius, IEnumerable <Collider2D> affectedColliders = null)
    {
        if (affectedColliders == null)
        {
            affectedColliders = Physics2D.OverlapCircleAll(center, radius);
        }

        var affectedSpriteRenderers = new HashSet <SpriteRenderer> ();

        foreach (var affectedCollider in affectedColliders)
        {
            SpriteRenderer spriteRenderer;

            if (colliderSpriteMap.TryGetValue(affectedCollider, out spriteRenderer))
            {
                affectedSpriteRenderers.Add(spriteRenderer);
            }
        }

        foreach (var spriteRenderer in affectedSpriteRenderers)
        {
            if (RasterHelper.CutCircle(spriteRenderer, center, radius))
            {
                UpdateSpriteColliders(spriteRenderer);
            }
        }
    }
Exemplo n.º 2
0
    // TODO: make it FillCircle ()
    public static bool CutCircle(SpriteRenderer spriteRenderer, Vector2 center, float radius)
    {
        var tf = spriteRenderer.transform;

        center = tf.InverseTransformPoint(center);
        var localScaleVector  = tf.InverseTransformPoint(tf.position + Vector3.right);
        var worldToLocalScale = localScaleVector.magnitude;

        radius *= worldToLocalScale;

        var sprite = spriteRenderer.sprite;
        int pixelX, pixelY;

        RasterHelper.SpriteCoordsToPixelCoords(sprite, center, out pixelX, out pixelY);
        float pixelsPerUnit = RasterHelper.GetPixelsPerUnit(sprite);
        int   pixelRadius   = Mathf.RoundToInt(radius * pixelsPerUnit);

        return(RasterHelper.CutCircle(sprite.texture, pixelX, pixelY, pixelRadius));
    }