using UnityEngine; namespace RootMotion { public static class V2Tools { public static Vector2 XZ(Vector3 v) { return new Vector2(v.x, v.z); } public static float DeltaAngle(Vector2 dir1, Vector2 dir2) { float current = Mathf.Atan2(dir1.x, dir1.y) * 57.29578f; float target = Mathf.Atan2(dir2.x, dir2.y) * 57.29578f; return Mathf.DeltaAngle(current, target); } public static float DeltaAngleXZ(Vector3 dir1, Vector3 dir2) { float current = Mathf.Atan2(dir1.x, dir1.z) * 57.29578f; float target = Mathf.Atan2(dir2.x, dir2.z) * 57.29578f; return Mathf.DeltaAngle(current, target); } public static bool LineCircleIntersect(Vector2 p1, Vector2 p2, Vector2 c, float r) { Vector2 vector = p2 - p1; Vector2 vector2 = c - p1; float num = Vector2.Dot(vector, vector); float num2 = 2f * Vector2.Dot(vector2, vector); float num3 = Vector2.Dot(vector2, vector2) - r * r; float num4 = num2 * num2 - 4f * num * num3; if (num4 < 0f) { return false; } num4 = Mathf.Sqrt(num4); float num5 = 2f * num; float num6 = (num2 - num4) / num5; float num7 = (num2 + num4) / num5; if (num6 >= 0f && num6 <= 1f) { return true; } if (num7 >= 0f && num7 <= 1f) { return true; } return false; } public static bool RayCircleIntersect(Vector2 p1, Vector2 dir, Vector2 c, float r) { Vector2 vector = p1 + dir; p1 -= c; vector -= c; float f = vector.x - p1.x; float f2 = vector.y - p1.y; float f3 = Mathf.Sqrt(Mathf.Pow(f, 2f) + Mathf.Pow(f2, 2f)); float f4 = p1.x * vector.y - vector.x * p1.y; return Mathf.Pow(r, 2f) * Mathf.Pow(f3, 2f) - Mathf.Pow(f4, 2f) >= 0f; } } }