示例#1
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        /// <summary>
        /// 判断是否在立方体内
        /// </summary>
        /// <param name="position"></param>
        /// <param name="size"></param>
        /// <param name="targetPosition"></param>
        /// <param name="distanceType"></param>
        /// <returns></returns>
        public static bool CubeDistance(Vector3 position, Vector3 size, Vector3 targetPosition, DistanceType distanceType, out float distanceValue)
        {
            Distance(position, targetPosition, distanceType, out distanceValue);

            switch (distanceType)
            {
            case DistanceType.D3D:

                float d3d_xMin = position.x - size.x / 2;
                float d3d_xMax = position.x + size.x / 2;

                float d3d_yMin = position.y - size.y / 2;
                float d3d_yMax = position.y + size.y / 2;

                float d3d_zMin = position.z - size.z / 2f;
                float d3d_zMax = position.z + size.z / 2f;

                return(targetPosition.x.FloatContains(d3d_xMin, d3d_xMax) && targetPosition.y.FloatContains(d3d_yMin, d3d_yMax) &&
                       targetPosition.z.FloatContains(d3d_zMin, d3d_zMax));

            case DistanceType.D2D:
                float xMin = position.x - size.x / 2;
                float xMax = position.x + size.x / 2;

                float yMin = position.y - size.y / 2;
                float yMax = position.y + size.y / 2;

                return(targetPosition.x.FloatContains(xMin, xMax) && targetPosition.y.FloatContains(yMin, yMax));

            case DistanceType.DScreen:

                //计算两个坐标的屏幕坐标
                Vector3 screen1 = MUtility.MainCamera.WorldToScreenPoint(position);
                Vector3 screen2 = MUtility.MainCamera.WorldToScreenPoint(targetPosition);

                //在计算范围
                float sizeScreenX = Mathf.Abs(MUtility.MainCamera.WorldToScreenPoint(new Vector3(position.x + size.x / 2, position.y, position.z)).x
                                              - MUtility.MainCamera.WorldToScreenPoint(new Vector3(position.x - size.x / 2, position.y, position.z)).x);

                float sizeScreenY = Mathf.Abs(MUtility.MainCamera.WorldToScreenPoint(new Vector3(position.x, position.y, position.z)).x
                                              - MUtility.MainCamera.WorldToScreenPoint(new Vector3(position.x - size.x / 2, position.y, position.z)).x);

                return(MUtility.ScreenPointContains(screen1, new Vector2(sizeScreenX, sizeScreenY), screen2));

            default:
                return(false);
            }
        }