UnityEngine.Mathf.Min C# (CSharp) Method

Min() public static method

public static Min ( ) : float
return float
        public static float Min(params float[] values)
        {
            var length = values.Length;
            if (length == 0)
                return 0.0f;
            var num = values[0];
            for (var index = 1; index < length; ++index)
            {
                if (values[index] < (double)num)
                    num = values[index];
            }
            return num;
        }

Same methods

Mathf::Min ( float a, float b ) : float
Mathf::Min ( ) : int
Mathf::Min ( int a, int b ) : int

Usage Example

コード例 #1
0
        static Bounds GetBounds(PF.Vector3[] points, Vector3 right, Vector3 up, Vector3 forward, Vector3 origin, float minimumHeight)
        {
            if (points == null || points.Length == 0)
            {
                return(new Bounds());
            }
            float miny = points[0].y, maxy = points[0].y;

            for (int i = 0; i < points.Length; i++)
            {
                miny = Mathf.Min(miny, points[i].y);
                maxy = Mathf.Max(maxy, points[i].y);
            }
            var extraHeight = Mathf.Max(minimumHeight - (maxy - miny), 0) * 0.5f;

            miny -= extraHeight;
            maxy += extraHeight;

            Vector3 min = right * points[0].x + up * points[0].y + forward * points[0].z;
            Vector3 max = min;

            for (int i = 0; i < points.Length; i++)
            {
                var p  = right * points[i].x + forward * points[i].z;
                var p1 = p + up * miny;
                var p2 = p + up * maxy;
                min = Vector3.Min(min, p1);
                min = Vector3.Min(min, p2);
                max = Vector3.Max(max, p1);
                max = Vector3.Max(max, p2);
            }
            return(new Bounds((min + max) * 0.5F + origin, max - min));
        }
All Usage Examples Of UnityEngine.Mathf::Min