using UnityEngine.UI;
using UnityEngine.EventSystems;
public class Test : MonoBehaviour,IPointerClickHandler {
private PolygonCollider2D Collider2D;
Vector2[] vector;
// Use this for initialization
void Start () {
Collider2D = GetComponent<PolygonCollider2D>();
vector = new Vector2[Collider2D.GetTotalPointCount()];
for (int i = 0; i < Collider2D.GetTotalPointCount(); i++)
{
//本地坐标变为屏幕坐标
vector[i] = new Vector2(transform.position.x, transform.position.y) + Collider2D.points[i];
Debug.Log(vector[i]);
}
}
public void OnPointerClick(PointerEventData eventData)
{
///官方API
//Debug.Log(Collider2D.OverlapPoint(eventData.position));
Debug.Log(PositionPnpoly(vector, eventData.position));
}
/// <summary>
/// 判断点是否在多边形内.
/// 注意到如果从P作水平向左的射线的话,如果P在多边形内部,那么这条射线与多边形的交点必为奇数,
/// 如果P在多边形外部,则交点个数必为偶数(0也在内)。
/// 所以,我们可以顺序考虑多边形的每条边,求出交点的总个数。还有一些特殊情况要考虑。假如考虑边(P1,P2),
/// 1)如果射线正好穿过P1或者P2,那么这个交点会被算作2次,处理办法是如果P的从坐标与P1,P2中较小的纵坐标相同,则直接忽略这种情况
/// 2)如果射线水平,则射线要么与其无交点,要么有无数个,这种情况也直接忽略。
/// 3)如果射线竖直,而P0的横坐标小于P1,P2的横坐标,则必然相交。
/// 4)再判断相交之前,先判断P是否在边(P1,P2)的上面,如果在,则直接得出结论:P再多边形内部。
/// </summary>
/// <param name="Overlaps">不规则坐标集合</param>
/// <param name="p">当前点击坐标</param>
/// <returns></returns>
public static bool PositionPnpoly(Vector2[] Overlaps, Vector2 p)
{
int i, j, c = 0;
for (i = 0, j = Overlaps.Length - 1; i < Overlaps.Length; j = i++)
{
if (((Overlaps[i].y > p.y) != (Overlaps[j].y > p.y)) && (p.x < (Overlaps[j].x - Overlaps[i].x) * (p.y - Overlaps[i].y) / (Overlaps[j].y - Overlaps[i].y) + Overlaps[i].x))
{
// Debug.Log(i);
c = 1 + c; ;
}
}
if (c % 2 == 0)
{
return false;
}
else
{
return true;
}
}
}