using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// 边界数据
public class DataBorder {
/// 网格细分
public readonly float smooth = 0.01f;
/// minX
public readonly float minX = 0;
/// maxX
public readonly float maxX = 0;
/// minY
public readonly float minY = 0;
/// maxY
public readonly float maxY = 0;
/// 多边形边缘点
public readonly Vector3[] points;
/// 边界数据
public DataBorder(float minX, float maxX, float minY, float maxY, Vector3[] points) {
this.minX = minX; this.maxX = maxX;
this.minY = minY; this.maxY = maxY;
this.points = points;
}
/// 边界宽
public float Wide => maxX - minX;
/// 边界高
public float High => maxY - minY;
/// 网格宽
public int GridWide => Mathf.FloorToInt(Wide / smooth) + 1;
/// 网格高
public int GridHigh => Mathf.FloorToInt(High / smooth) + 1;
/// 最小点
public Vector3 MinPoint => new Vector3(minX, minY, 0);
/// 最大点
public Vector3 MaxPoint => new Vector3(maxX, maxY, 0);
}