Пример #1
0
    protected override bool Colliding(VCTouchWrapper tw)
    {
        if (this._collider != null)
        {
            return(base.AABBContains(tw.position));
        }
        Rect screenRect = this._colliderGuiTexture.GetScreenRect();

        VCUtils.ScaleRect(ref screenRect, this.hitRectScale);
        return(screenRect.Contains(tw.position));
    }
Пример #2
0
    protected override bool Colliding(VCTouchWrapper tw)
    {
        // hit test against a collider if we have one
        if (_collider != null)
        {
            return(AABBContains(tw.position));
        }

        // otherwise, fall back to a rect hit test on the guiTexture
        Rect r = _colliderGuiTexture.GetScreenRect();

        VCUtils.ScaleRect(ref r, hitRectScale);
        return(r.Contains(tw.position));
    }
Пример #3
0
    protected override bool Colliding(VCTouchWrapper tw)
    {
        if (!tw.Active)
        {
            return(false);
        }

        // first try and hitTest against a collider if we have one
        if (_collider != null)
        {
            return(AABBContains(tw.position));
        }

        // otherwise, fall back to a rect hit test on the guiTexture (this is what most people will want)
        Rect r = _movingPartGuiTexture.GetScreenRect();

        VCUtils.ScaleRect(ref r, hitRectScale);
        return(r.Contains(tw.position));
    }
Пример #4
0
 public static void ScaleRect(ref Rect r, Vector2 scale)
 {
     VCUtils.ScaleRect(ref r, scale.x, scale.y);
 }