using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(PolygonCollider2D))]
public class PolygonImage : Image
{
private PolygonCollider2D mCollider;
protected override void Awake()
{
base.Awake();
mCollider = GetComponent<PolygonCollider2D>();
}
public override bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
return ContainsPoint(mCollider.points, sp);
}
bool ContainsPoint(Vector2[] polyPoints, Vector2 p)
{
int j = polyPoints.Length - 1;
bool inside = false;
for (int i = 0; i < polyPoints.Length; j = i++)
{
polyPoints[i].x += transform.position.x;
polyPoints[i].y += transform.position.y;
if (((polyPoints[i].y <= p.y && p.y < polyPoints[j].y) || (polyPoints[j].y <= p.y && p.y < polyPoints[i].y)) && (p.x < (polyPoints[j].x - polyPoints[i].x) * (p.y - polyPoints[i].y) / (polyPoints[j].y - polyPoints[i].y) + polyPoints[i].x))
inside = !inside;
}
return inside;
}
}