public static GameObjectGet2DTouchObject()
{
GameObjecttouchObject=null;
RaycastHit2Dhit=Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Utility.GetPosition()),Vector2.zero);
if(hit.transform!=null)
touchObject=hit.transform.gameObject;
returntouchObject;
}
publicstaticVector3GetTouchPosition(floatdepth)
{
Vector3touchPosition=Vector3.zero;
#ifUNITY_EDITOR||UNITY_STANDALONE_WIN||UNITY_STANDALONE_OSX||UNITY_METRO
touchPosition=Input.mousePosition;
#else
if(Input.touchCount>0){
touchPosition = Input.GetTouch(0).position;
}
#endif
touchPosition.z=depth;
returnCamera.main.ScreenToWorldPoint(touchPosition);
}
publicstaticVector3GetPosition()
{
Vector3touchPosition=Vector3.zero;
#ifUNITY_EDITOR||UNITY_STANDALONE_WIN||UNITY_STANDALONE_OSX||UNITY_METRO
touchPosition=Input.mousePosition;
#else
if(Input.touchCount>0){
touchPosition = Input.GetTouch(0).position;
}
#endif
returntouchPosition;
}
publicstaticRaycastHitIsHit(Vector3position,Vector3direction,floatdistance)
{
RaycastHithit;
Debug.DrawRay(position,direction*distance,Color.red);
if(Physics.Raycast(position,direction,outhit,distance)){
returnhit;
}
returnhit;
}
publicstaticRaycastHitIsHit(Vector3position,Vector3direction,floatdistance,LayerMasklayerMask)
{
Rayray=Camera.main.ScreenPointToRay(position);
RaycastHithit;
Debug.DrawRay(ray.origin,ray.direction*distance,Color.red);
if(Physics.Raycast(ray.origin,ray.direction,outhit,distance,layerMask)){
returnhit;
}
returnhit;
}
publicstaticRaycastHitGetHit(Vector3screenPosition,floatdistance,LayerMasklayerMask)
{
Rayray=Camera.main.ScreenPointToRay(screenPosition);
RaycastHithit;
Debug.DrawRay(ray.origin,ray.direction*distance,Color.red);
if(Physics.Raycast(ray.origin,ray.direction,outhit,distance,layerMask)){
returnhit;
}
returnhit;
}
publicstaticRaycastHit2DGetHit2D(Vector3screenPosition,floatdistance,LayerMasklayerMask)
{
Rayray=Camera.main.ScreenPointToRay(screenPosition);
Ray2Dray2D=newRay2D((Vector2)ray.origin,(Vector2)ray.direction);
Debug.DrawRay(ray2D.origin,Vector3.forward*distance,Color.red);
RaycastHit2Dhit=Physics2D.Raycast(ray2D.origin,ray2D.direction,distance,layerMask,0.2f,500f);
if(hit.collider!=null){
returnhit;
}
returnhit;
}
publicstaticCollider[]GetOverlapSphere(Vector3position,floatradius)
{
returnPhysics.OverlapSphere(position,radius);
}
publicstaticCollider[]GetOverlapSphere(Vector3position,floatradius,LayerMasklayerMask)
{
returnPhysics.OverlapSphere(position,radius,layerMask);
}
publicstaticRaycastHitGetLineCast(Vector3start,Vector3end)
{
RaycastHithit;
Debug.DrawLine(start,end,Color.red);
if(Physics.Linecast(start,end,outhit))
returnhit;
returnhit;
}
publicstaticRaycastHitGetLineCast(Vector3start,Vector3end,LayerMasklayerMask)
{
RaycastHithit;
Debug.DrawLine(start,end,Color.red);
if(Physics.Linecast(start,end,outhit,layerMask))
returnhit;
returnhit;
}
publicstaticboolGetTouchState()
{
#ifUNITY_EDITOR||UNITY_STANDALONE_WIN||UNITY_STANDALONE_OSX||UNITY_METRO
if(Input.GetMouseButtonDown(0))
returntrue;
if(Input.GetMouseButton(0))
returntrue;
elseif(Input.GetMouseButtonUp(0))
returnfalse;
#else
if(Input.touchCount>0){
Touch touch = Input.GetTouch(0);
if(touch.phase == TouchPhase.Began)
return true;
else if(touch.phase == TouchPhase.Moved)
return true;
else if(touch.phase == TouchPhase.Stationary)
return true;
else if(touch.phase == TouchPhase.Canceled)
return false;
else if(touch.phase == TouchPhase.Ended)
return false;
}
#endif
returnfalse;
}
publicstaticVector3GetDirection(Vector3firstPoint,Vector3secondPoint)
{
Vector3theRetDirection=Vector3.zero;
theRetDirection=firstPoint-secondPoint;
theRetDirection.z=0;
theRetDirection.Normalize();
returntheRetDirection;
}
publicstaticfloatGetAngle(Vector3moveDirection)
{
floattargetAngle=Mathf.Atan2(moveDirection.y,moveDirection.x)*Mathf.Rad2Deg-90;
returntargetAngle;
}
publicstaticfloatGetAngleBetweenTwoPoint(Vector3firstPoint,Vector3secondPoint)
{
Vector3theRetDirection=Vector3.zero;
theRetDirection=firstPoint-secondPoint;
theRetDirection.z=0;
theRetDirection.Normalize();
floattargetAngle=GetAngle(theRetDirection);
returntargetAngle;
}
publicstaticboolisOverlapCircle(Vector3pos,floatradius)
{
boolisIn=true;
Collider2D[]colliders=Physics2D.OverlapCircleAll(pos,radius);
if(colliders.Length<=0)
isIn=false;
returnisIn;
}
publicstaticboolisOverlapAreaAll(Vector3pointA,Vector3pointB)
{
boolisIn=true;
Collider2D[]colliders=Physics2D.OverlapAreaAll(pointA,pointB);
if(colliders.Length<=0)
isIn=false;
returnisIn;
}