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https://github.com/GTA-ASM/SanAndreasUnity
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fix namespace in ZoneHelpers
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parent
1591762f4c
commit
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1 changed files with 15 additions and 20 deletions
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@ -1,9 +1,4 @@
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using System.Collections;
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namespace SanAndreasUnity.Importing
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Utilities
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{
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{
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public class ZoneHelpers
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public class ZoneHelpers
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@ -392,14 +387,14 @@ namespace SanAndreasUnity.Utilities
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public class Zone
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public class Zone
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{
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{
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public Vector3 vmin, vmax;
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public UnityEngine.Vector3 vmin, vmax;
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public Vector2 minPos2D { get { return new Vector2(this.vmin.x, this.vmin.z); } }
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public UnityEngine.Vector2 minPos2D { get { return new UnityEngine.Vector2(this.vmin.x, this.vmin.z); } }
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public Vector2 maxPos2D { get { return new Vector2(this.vmax.x, this.vmax.z); } }
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public UnityEngine.Vector2 maxPos2D { get { return new UnityEngine.Vector2(this.vmax.x, this.vmax.z); } }
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public Vector3 centerPos { get { return (this.vmin + this.vmax) * 0.5f; } }
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public UnityEngine.Vector3 centerPos { get { return (this.vmin + this.vmax) * 0.5f; } }
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public float volume { get { Vector3 size = this.vmax - this.vmin; return size.x * size.y * size.z; } }
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public float volume { get { UnityEngine.Vector3 size = this.vmax - this.vmin; return size.x * size.y * size.z; } }
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public float squaredSize { get { Vector2 size = this.maxPos2D - this.minPos2D; return size.x * size.y; } }
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public float squaredSize { get { UnityEngine.Vector2 size = this.maxPos2D - this.minPos2D; return size.x * size.y; } }
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public string name;
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public string name;
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@ -410,12 +405,12 @@ namespace SanAndreasUnity.Utilities
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public Zone(int x1, int z1, int y1, int x2, int z2, int y2, string n)
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public Zone(int x1, int z1, int y1, int x2, int z2, int y2, string n)
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{
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{
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vmin = new Vector3(x1, y1, z1);
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vmin = new UnityEngine.Vector3(x1, y1, z1);
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vmax = new Vector3(x2, y2, z2);
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vmax = new UnityEngine.Vector3(x2, y2, z2);
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name = n;
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name = n;
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}
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}
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public static string GetZoneName(Zone[] zones, Vector3 worldPos)
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public static string GetZoneName(Zone[] zones, UnityEngine.Vector3 worldPos)
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{
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{
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float minVolume = float.PositiveInfinity;
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float minVolume = float.PositiveInfinity;
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Zone targetZone = null;
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Zone targetZone = null;
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@ -440,7 +435,7 @@ namespace SanAndreasUnity.Utilities
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return defaultZoneName;
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return defaultZoneName;
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}
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}
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public static string GetZoneName(Zone[] zones, Vector2 worldPos2D)
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public static string GetZoneName(Zone[] zones, UnityEngine.Vector2 worldPos2D)
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{
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{
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float minSquaredSize = float.PositiveInfinity;
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float minSquaredSize = float.PositiveInfinity;
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Zone targetZone = null;
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Zone targetZone = null;
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@ -465,24 +460,24 @@ namespace SanAndreasUnity.Utilities
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return defaultZoneName;
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return defaultZoneName;
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}
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}
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public static string GetZoneName(Vector3 worldPos, bool use2DPos = false)
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public static string GetZoneName(UnityEngine.Vector3 worldPos, bool use2DPos = false)
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{
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{
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if (use2DPos)
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if (use2DPos)
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return GetZoneName(worldPos.ToVec2WithXAndZ());
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return GetZoneName(worldPos.ToVec2WithXAndZ());
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return GetZoneName(ZoneHelpers.zoneInfoList, worldPos);
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return GetZoneName(ZoneHelpers.zoneInfoList, worldPos);
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}
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}
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public static string GetZoneName(Vector2 worldPos2D)
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public static string GetZoneName(UnityEngine.Vector2 worldPos2D)
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{
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{
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return GetZoneName(ZoneHelpers.zoneInfoList, worldPos2D);
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return GetZoneName(ZoneHelpers.zoneInfoList, worldPos2D);
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}
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}
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public static bool IsInside(Vector3 p, Vector3 vmin, Vector3 vmax)
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public static bool IsInside(UnityEngine.Vector3 p, UnityEngine.Vector3 vmin, UnityEngine.Vector3 vmax)
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{
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{
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return p.x >= vmin.x && p.x <= vmax.x && p.y >= vmin.y && p.y <= vmax.y && p.z >= vmin.z && p.z <= vmax.z;
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return p.x >= vmin.x && p.x <= vmax.x && p.y >= vmin.y && p.y <= vmax.y && p.z >= vmin.z && p.z <= vmax.z;
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}
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}
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public static bool IsInside(Vector2 pos, Zone zone)
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public static bool IsInside(UnityEngine.Vector2 pos, Zone zone)
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{
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{
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return pos.x >= zone.vmin.x && pos.x <= zone.vmax.x && pos.y >= zone.vmin.z && pos.y <= zone.vmax.z;
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return pos.x >= zone.vmin.x && pos.x <= zone.vmax.x && pos.y >= zone.vmin.z && pos.y <= zone.vmax.z;
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}
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}
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