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- using UnityEngine;
- using System;
- using System.Collections;
- public static class ExtensionEqua
- {
- public static bool Equal(this int i1, int i2, int accuracy = 0)
- {
- if (Math.Abs(i1 - i2) <= accuracy)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool Equal(this int i1, float f2, int accuracy = 0)
- {
- if (Math.Abs(i1 - f2) <= accuracy)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool Equal(this float f1, float f2, float accuracy = 0.0005f)
- {
- if (Math.Abs(f1 - f2) <= accuracy)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool Equal(this Color c1, Color c2, float accuracy = 0.0005f)
- {
- if (Math.Abs(c1.r - c2.r) <= accuracy && Math.Abs(c1.g - c2.g) <= accuracy && Math.Abs(c1.b - c2.b) <= accuracy && Math.Abs(c1.a - c2.a) <= accuracy)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool Equal(this Vector2 v1, Vector2 v2, float accuracy = 0.0005f)
- {
- if (Math.Abs(v1.x - v2.x) <= accuracy && Math.Abs(v1.y - v2.y) <= accuracy)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool Equal(this Vector3 v1, Vector3 v2, float accuracy = 0.0005f)
- {
- if (Math.Abs(v1.x - v2.x) <= accuracy && Math.Abs(v1.y - v2.y) <= accuracy && Math.Abs(v1.z - v2.z) <= accuracy)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool Equal(this Quaternion quaternion1, Quaternion quaternion2, float accuracy = 0.0005f)
- {
- if (Mathf.Abs(quaternion1.x - quaternion2.x) < 0.0005f && Mathf.Abs(quaternion1.y - quaternion2.y) < 0.0005f && Mathf.Abs(quaternion1.z - quaternion2.z) < 0.0005f && Mathf.Abs(quaternion1.w - quaternion2.w) < 0.0005f)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- }
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