NEQ() публичный статический Метод

public static NEQ ( float a, float b ) : bool
a float
b float
Результат bool
Пример #1
0
        public virtual void updateTransform()
        {
            if (_isUpdateTransformDirty)
            {
                //position
                Vector2 pInParentAR = _position;
                if (_parent != null)
                {
                    if (_parent.ignoreAnchorPointForPosition)
                    {
                        if (FloatUtils.NEQ(_parent.scaleX, 0) && FloatUtils.NEQ(_parent.scaleY, 0))
                        {
                            pInParentAR += new Vector2(_parent.anchorPointInPixels.x * (1 / _parent.scaleX - 1), _parent.anchorPointInPixels.y * (1 / _parent.scaleY - 1));
                        }
                    }
                    else
                    {
                        pInParentAR -= _parent.anchorPointInPixels;
                    }
                }
                Vector2 uPInParentAR = ccUtils.PixelsToUnits(pInParentAR);
                Vector3 pos          = transform.localPosition;
                pos.x = uPInParentAR.x;
                pos.y = uPInParentAR.y;
                pos.z = 0;
                transform.localPosition = pos;


                //rotation
                Vector3 rotation = calculateRotation();
                transform.localEulerAngles = Vector3.zero;
                transform.Rotate(rotation.x, 0, 0);
                transform.Rotate(0, rotation.y, 0);
                transform.Rotate(0, 0, rotation.z);

                //scale
                transform.localScale    = new Vector3(Mathf.Abs(_scaleX), Mathf.Abs(_scaleY), transform.localScale.z);
                _isUpdateTransformDirty = false;
            }
        }
Пример #2
0
        public override void updateTransform()
        {
            if (_isUpdateTransformDirty)
            {
                //position
                Vector2 pInParentAR = _position;
                if (_parent != null)
                {
                    if (_parent.ignoreAnchorPointForPosition)
                    {
                        if (FloatUtils.NEQ(_parent.scaleX, 0) && FloatUtils.NEQ(_parent.scaleY, 0))
                        {
                            pInParentAR += new Vector2(_parent.anchorPointInPixels.x * (1 / _parent.scaleX - 1), _parent.anchorPointInPixels.y * (1 / _parent.scaleY - 1));
                        }
                    }
                    else
                    {
                        pInParentAR -= _parent.anchorPointInPixels;
                    }
                }
                Vector2 uPInParentAR = ccUtils.PixelsToUnits(pInParentAR);
                Vector3 pos          = transform.localPosition;
                pos.x = uPInParentAR.x;
                pos.y = uPInParentAR.y;
                pos.z = _positionZ / UIWindow.PIXEL_PER_UNIT;
                transform.localPosition = pos;

                //rotation
                transform.localPosition    = pos;
                transform.localEulerAngles = Vector3.zero;
                switch (_rotationSortingOrder)
                {
                case kRotationSortingOrder.XYZ:
                    transform.Rotate(-_rotationX, 0, 0);
                    transform.Rotate(0, -_rotationY, 0);
                    transform.Rotate(0, 0, -_rotation);
                    break;

                case kRotationSortingOrder.XZY:
                    transform.Rotate(-_rotationX, 0, 0);
                    transform.Rotate(0, 0, -_rotation);
                    transform.Rotate(0, -_rotationY, 0);
                    break;

                case kRotationSortingOrder.YXZ:
                    transform.Rotate(0, -_rotationY, 0);
                    transform.Rotate(-_rotationX, 0, 0);
                    transform.Rotate(0, 0, -_rotation);
                    break;

                case kRotationSortingOrder.YZX:
                    transform.Rotate(0, -_rotationY, 0);
                    transform.Rotate(0, 0, -_rotation);
                    transform.Rotate(-_rotationX, 0, 0);
                    break;

                case kRotationSortingOrder.ZXY:
                    transform.Rotate(0, 0, -_rotation);
                    transform.Rotate(-_rotationX, 0, 0);
                    transform.Rotate(0, -_rotationY, 0);
                    break;

                case kRotationSortingOrder.ZYX:
                    transform.Rotate(0, 0, -_rotation);
                    transform.Rotate(0, -_rotationY, 0);
                    transform.Rotate(-_rotationX, 0, 0);
                    break;
                }
                //scale
                transform.localScale = new Vector3(_scaleX, _scaleY, _scaleZ);

                _isUpdateTransformDirty = false;
            }
        }