/// <summary> /// Returns the registered Game Object near a given position /// </summary> public GameObjectAnimator VGOGet(Vector2 mapPos, float distance) { distance *= distance; CheckVGOsArrayDirty(); for (int k = 0; k < vgosCount; k++) { GameObjectAnimator go = vgos[k]; float d = FastVector.SqrDistanceByValue(go.currentMap2DLocation, mapPos); // Vector2.SqrMagnitude (go.currentMap2DLocation - mapPos); if (d <= distance) { return(go); } } return(null); }
/// <summary> /// Returns the registered Game Object near a given position /// </summary> public GameObjectAnimator VGOGet(Vector2 mapPos, float distance) { distance *= distance; List <GameObjectAnimator> gos = new List <GameObjectAnimator> (vgos.Values); int gosCount = gos.Count; for (int k = 0; k < gosCount; k++) { GameObjectAnimator go = gos [k]; float d = FastVector.SqrDistanceByValue(go.currentMap2DLocation, mapPos); // Vector2.SqrMagnitude (go.currentMap2DLocation - mapPos); if (d <= distance) { return(go); } } return(null); }