unity中判断UI矩形框是否重叠

 public static bool IsRectTransformOverlap(RectTransform rect1, RectTransform rect2)
 {
        float rect1MinX = rect1.position.x - rect1.rect.width / 2;
        float rect1MaxX = rect1.position.x + rect1.rect.width / 2;
        float rect1MinY = rect1.position.y - rect1.rect.height / 2;
        float rect1MaxY = rect1.position.y + rect1.rect.height / 2;

        float rect2MinX = rect2.position.x - rect2.rect.width / 2;
        float rect2MaxX = rect2.position.x + rect2.rect.width / 2;
        float rect2MinY = rect2.position.y - rect2.rect.height / 2;
        float rect2MaxY = rect2.position.y + rect2.rect.height / 2;

        return rect1MinX < rect2MaxX &&
               rect2MinX < rect1MaxX &&
               rect1MinY < rect2MaxY &&
               rect2MinY < rect1MaxY;
  }

 public static bool IsRectTransformOverlap(RectTransform rect1, RectTransform rect2)
    {
        float rect1MinX = rect1.position.x - rect1.rect.width / 2;
        float rect1MaxX = rect1.position.x + rect1.rect.width / 2;
        float rect1MinY = rect1.position.y - rect1.rect.height / 2;
        float rect1MaxY = rect1.position.y + rect1.rect.height / 2;

        float rect2MinX = rect2.position.x - rect2.rect.width / 2;
        float rect2MaxX = rect2.position.x + rect2.rect.width / 2;
        float rect2MinY = rect2.position.y - rect2.rect.height / 2;
        float rect2MaxY = rect2.position.y + rect2.rect.height / 2;

        bool xNotOverlap = rect1MaxX <= rect2MinX || rect2MaxX <= rect1MinX;
        bool yNotOverlap = rect1MaxY <= rect2MinY || rect2MaxY <= rect1MinY;

        bool notOverlap = xNotOverlap || yNotOverlap;

        return !notOverlap;
    }

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