public TestCollision ( Vector2 p, float radius ) : bool | ||
p | Vector2 | |
radius | float | |
return | bool |
public bool TestCollision(Vector2 p, float radius)
{
if (!isValid)
{
return false;
}
var rx = Mathf.Clamp(x * pongpector.width, width / 2 + 1, pongpector.width - width / 2 - 1);
var w = width + radius * 2;
var h = height + radius * 2;
var rect = new Rect(rx - (w / 2), y - (h / 2), w, h);
return rect.Contains(p);
}
}
public bool TestRacketCollision(Vector2 pos, Vector2 vel, float radius) { if (vel.y > 0) { return(bottomRacket.TestCollision(pos, radius)); } else { return(topRacket.TestCollision(pos, radius)); } }