Méthode | Description | |
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BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : |
Casts a box against colliders in the scene, returning the first collider to contact with it.
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BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] |
Casts a box against colliders in the scene, returning all colliders that contact with it.
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BoxCastNonAlloc ( Vector2 origin, Vector2 size, float angle, Vector2 direction, |
Casts a box into the scene, returning colliders that contact with it into the provided results array.
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CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : |
Casts a capsule against colliders in the scene, returning the first collider to contact with it.
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CapsuleCastAll ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] |
Casts a capsule against colliders in the scene, returning all colliders that contact with it.
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CapsuleCastNonAlloc ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, |
Casts a capsule into the scene, returning colliders that contact with it into the provided results array.
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CircleCast ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : |
Casts a circle against colliders in the scene, returning the first collider to contact with it.
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CircleCastAll ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] |
Casts a circle against colliders in the scene, returning all colliders that contact with it.
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CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, |
Casts a circle into the scene, returning colliders that contact with it into the provided results array.
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GetRayIntersection ( |
Cast a 3D ray against the colliders in the scene returning the first collider along the ray.
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GetRayIntersectionNonAlloc ( |
Cast a 3D ray against the colliders in the scene returning the colliders along the ray.
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Linecast ( Vector2 start, Vector2 end, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D |
Casts a line against colliders in the scene.
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LinecastAll ( Vector2 start, Vector2 end, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D[] |
Casts a line against colliders in the scene.
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LinecastNonAlloc ( Vector2 start, Vector2 end, RaycastHit2D results, [ layerMask, [ minDepth, [ maxDepth ) : int |
Casts a line against colliders in the scene.
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OverlapArea ( Vector2 pointA, Vector2 pointB, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D |
Check if a collider falls within a rectangular area.
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OverlapAreaAll ( Vector2 pointA, Vector2 pointB, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] |
Get a list of all colliders that fall within a rectangular area.
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OverlapAreaNonAlloc ( Vector2 pointA, Vector2 pointB, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int |
Get a list of all colliders that fall within a specified area.
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OverlapBox ( Vector2 point, Vector2 size, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D |
Check if a collider falls within a box area.
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OverlapBoxAll ( Vector2 point, Vector2 size, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] |
Get a list of all colliders that fall within a box area.
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OverlapBoxNonAlloc ( Vector2 point, Vector2 size, float angle, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int |
Get a list of all colliders that fall within a box area.
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OverlapCapsule ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D |
Check if a collider falls within a capsule area.
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OverlapCapsuleAll ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] |
Get a list of all colliders that fall within a capsule area.
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OverlapCapsuleNonAlloc ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int |
Get a list of all colliders that fall within a capsule area.
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OverlapCircle ( Vector2 point, float radius, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D |
Check if a collider falls within a circular area.
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OverlapCircleAll ( Vector2 point, float radius, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] |
Get a list of all colliders that fall within a circular area.
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OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int |
Get a list of all colliders that fall within a circular area.
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OverlapPoint ( Vector2 point, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D |
Check if a collider overlaps a point in space.
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OverlapPointAll ( Vector2 point, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] |
Get a list of all colliders that overlap a point in space.
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OverlapPointNonAlloc ( Vector2 point, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int |
Get a list of all colliders that overlap a point in space.
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Raycast ( Vector2 origin, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D |
Casts a ray against colliders in the scene.
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RaycastAll ( Vector2 origin, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D[] |
Casts a ray against colliders in the scene, returning all colliders that contact with it.
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RaycastNonAlloc ( Vector2 origin, Vector2 direction, RaycastHit2D results, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : int |
Casts a ray into the scene.
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Méthode | Description | |
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BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction ) : |
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BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance ) : |
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BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask ) : |
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BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask, float minDepth ) : |
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BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction ) : UnityEngine.RaycastHit2D[] | ||
BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[] | ||
BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask ) : UnityEngine.RaycastHit2D[] | ||
BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask, float minDepth ) : UnityEngine.RaycastHit2D[] | ||
BoxCastNonAlloc ( Vector2 origin, Vector2 size, float angle, Vector2 direction, |
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BoxCastNonAlloc ( Vector2 origin, Vector2 size, float angle, Vector2 direction, |
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BoxCastNonAlloc ( Vector2 origin, Vector2 size, float angle, Vector2 direction, |
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BoxCastNonAlloc ( Vector2 origin, Vector2 size, float angle, Vector2 direction, |
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CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction ) : |
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CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance ) : |
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CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask ) : |
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CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask, float minDepth ) : |
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CapsuleCastAll ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction ) : UnityEngine.RaycastHit2D[] | ||
CapsuleCastAll ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[] | ||
CapsuleCastAll ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask ) : UnityEngine.RaycastHit2D[] | ||
CapsuleCastAll ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask, float minDepth ) : UnityEngine.RaycastHit2D[] | ||
CapsuleCastNonAlloc ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, |
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CapsuleCastNonAlloc ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, |
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CapsuleCastNonAlloc ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, |
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CapsuleCastNonAlloc ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, |
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CircleCast ( Vector2 origin, float radius, Vector2 direction ) : |
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CircleCast ( Vector2 origin, float radius, Vector2 direction, float distance ) : |
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CircleCast ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask ) : |
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CircleCast ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth ) : |
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CircleCastAll ( Vector2 origin, float radius, Vector2 direction ) : UnityEngine.RaycastHit2D[] | ||
CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[] | ||
CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask ) : UnityEngine.RaycastHit2D[] | ||
CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth ) : UnityEngine.RaycastHit2D[] | ||
CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, |
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CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, |
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CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, |
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CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, |
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GetIgnoreCollision ( |
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GetIgnoreLayerCollision ( int layer1, int layer2 ) : bool | ||
GetLayerCollisionMask ( int layer ) : int | ||
GetRayIntersection ( |
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GetRayIntersection ( |
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GetRayIntersectionAll ( |
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GetRayIntersectionAll ( |
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GetRayIntersectionAll ( |
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GetRayIntersectionNonAlloc ( |
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GetRayIntersectionNonAlloc ( |
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INTERNAL_CALL_BoxCastAll ( Vector2 &origin, Vector2 &size, float angle, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth ) : UnityEngine.RaycastHit2D[] | ||
INTERNAL_CALL_BoxCastNonAlloc ( Vector2 &origin, Vector2 &size, float angle, Vector2 &direction, |
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INTERNAL_CALL_CapsuleCastAll ( Vector2 &origin, Vector2 &size, CapsuleDirection2D capsuleDirection, float angle, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth ) : UnityEngine.RaycastHit2D[] | ||
INTERNAL_CALL_CapsuleCastNonAlloc ( Vector2 &origin, Vector2 &size, CapsuleDirection2D capsuleDirection, float angle, Vector2 &direction, |
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INTERNAL_CALL_CircleCastAll ( Vector2 &origin, float radius, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth ) : UnityEngine.RaycastHit2D[] | ||
INTERNAL_CALL_CircleCastNonAlloc ( Vector2 &origin, float radius, Vector2 &direction, |
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INTERNAL_CALL_GetRayIntersectionAll ( |
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INTERNAL_CALL_GetRayIntersectionNonAlloc ( |
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INTERNAL_CALL_Internal_BoxCast ( Vector2 &origin, Vector2 &size, float angle, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth, |
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INTERNAL_CALL_Internal_CapsuleCast ( Vector2 &origin, Vector2 &size, CapsuleDirection2D capsuleDirection, float angle, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth, |
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INTERNAL_CALL_Internal_CircleCast ( Vector2 &origin, float radius, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth, |
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INTERNAL_CALL_Internal_GetRayIntersection ( Ray &ray, float distance, int layerMask, RaycastHit2D &raycastHit ) : void | ||
INTERNAL_CALL_Internal_Linecast ( Vector2 &start, Vector2 &end, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
INTERNAL_CALL_Internal_Raycast ( Vector2 &origin, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
INTERNAL_CALL_LinecastAll ( Vector2 &start, Vector2 &end, int layerMask, float minDepth, float maxDepth ) : RaycastHit2D[] | ||
INTERNAL_CALL_LinecastNonAlloc ( Vector2 &start, Vector2 &end, RaycastHit2D results, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_CALL_OverlapArea ( Vector2 &pointA, Vector2 &pointB, int layerMask, float minDepth, float maxDepth ) : Collider2D | ||
INTERNAL_CALL_OverlapAreaAll ( Vector2 &pointA, Vector2 &pointB, int layerMask, float minDepth, float maxDepth ) : Collider2D[] | ||
INTERNAL_CALL_OverlapAreaNonAlloc ( Vector2 &pointA, Vector2 &pointB, Collider2D results, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_CALL_OverlapBox ( Vector2 &point, Vector2 &size, float angle, int layerMask, float minDepth, float maxDepth ) : Collider2D | ||
INTERNAL_CALL_OverlapBoxAll ( Vector2 &point, Vector2 &size, float angle, int layerMask, float minDepth, float maxDepth ) : Collider2D[] | ||
INTERNAL_CALL_OverlapBoxNonAlloc ( Vector2 &point, Vector2 &size, float angle, Collider2D results, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_CALL_OverlapCapsule ( Vector2 &point, Vector2 &size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth, float maxDepth ) : Collider2D | ||
INTERNAL_CALL_OverlapCapsuleAll ( Vector2 &point, Vector2 &size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth, float maxDepth ) : Collider2D[] | ||
INTERNAL_CALL_OverlapCapsuleNonAlloc ( Vector2 &point, Vector2 &size, CapsuleDirection2D direction, float angle, Collider2D results, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_CALL_OverlapCircle ( Vector2 &point, float radius, int layerMask, float minDepth, float maxDepth ) : Collider2D | ||
INTERNAL_CALL_OverlapCircleAll ( Vector2 &point, float radius, int layerMask, float minDepth, float maxDepth ) : Collider2D[] | ||
INTERNAL_CALL_OverlapCircleNonAlloc ( Vector2 &point, float radius, Collider2D results, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_CALL_OverlapPoint ( Vector2 &point, int layerMask, float minDepth, float maxDepth ) : Collider2D | ||
INTERNAL_CALL_OverlapPointAll ( Vector2 &point, int layerMask, float minDepth, float maxDepth ) : Collider2D[] | ||
INTERNAL_CALL_OverlapPointNonAlloc ( Vector2 &point, Collider2D results, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_CALL_RaycastAll ( Vector2 &origin, Vector2 &direction, float distance, int layerMask, float minDepth, float maxDepth ) : RaycastHit2D[] | ||
INTERNAL_CALL_RaycastNonAlloc ( Vector2 &origin, Vector2 &direction, RaycastHit2D results, float distance, int layerMask, float minDepth, float maxDepth ) : int | ||
INTERNAL_get_colliderAABBColor ( Color &value ) : void | ||
INTERNAL_get_colliderAsleepColor ( Color &value ) : void | ||
INTERNAL_get_colliderAwakeColor ( Color &value ) : void | ||
INTERNAL_get_colliderContactColor ( Color &value ) : void | ||
INTERNAL_get_gravity ( Vector2 &value ) : void | ||
INTERNAL_set_colliderAABBColor ( Color &value ) : void | ||
INTERNAL_set_colliderAsleepColor ( Color &value ) : void | ||
INTERNAL_set_colliderAwakeColor ( Color &value ) : void | ||
INTERNAL_set_colliderContactColor ( Color &value ) : void | ||
INTERNAL_set_gravity ( Vector2 &value ) : void | ||
IgnoreCollision ( Collider2D collider1, Collider2D collider2 ) : void | ||
IgnoreCollision ( Collider2D collider1, Collider2D collider2, [ ignore ) : void | ||
IgnoreLayerCollision ( int layer1, int layer2 ) : void | ||
IgnoreLayerCollision ( int layer1, int layer2, [ ignore ) : void | ||
Internal_BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
Internal_CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
Internal_CircleCast ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
Internal_GetRayIntersection ( Ray ray, float distance, int layerMask, RaycastHit2D &raycastHit ) : void | ||
Internal_Linecast ( Vector2 start, Vector2 end, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
Internal_Raycast ( Vector2 origin, Vector2 direction, float distance, int layerMask, float minDepth, float maxDepth, RaycastHit2D &raycastHit ) : void | ||
IsTouching ( Collider2D collider1, Collider2D collider2 ) : bool | ||
IsTouchingLayers ( Collider2D collider ) : bool | ||
IsTouchingLayers ( Collider2D collider, [ layerMask ) : bool | ||
Linecast ( Vector2 start, Vector2 end ) : RaycastHit2D | ||
Linecast ( Vector2 start, Vector2 end, int layerMask ) : RaycastHit2D | ||
Linecast ( Vector2 start, Vector2 end, int layerMask, float minDepth ) : RaycastHit2D | ||
LinecastAll ( Vector2 start, Vector2 end ) : RaycastHit2D[] | ||
LinecastAll ( Vector2 start, Vector2 end, int layerMask ) : RaycastHit2D[] | ||
LinecastAll ( Vector2 start, Vector2 end, int layerMask, float minDepth ) : RaycastHit2D[] | ||
LinecastNonAlloc ( Vector2 start, Vector2 end, RaycastHit2D results ) : int | ||
LinecastNonAlloc ( Vector2 start, Vector2 end, RaycastHit2D results, int layerMask ) : int | ||
LinecastNonAlloc ( Vector2 start, Vector2 end, RaycastHit2D results, int layerMask, float minDepth ) : int | ||
OverlapArea ( Vector2 pointA, Vector2 pointB ) : Collider2D | ||
OverlapArea ( Vector2 pointA, Vector2 pointB, int layerMask ) : Collider2D | ||
OverlapArea ( Vector2 pointA, Vector2 pointB, int layerMask, float minDepth ) : Collider2D | ||
OverlapAreaAll ( Vector2 pointA, Vector2 pointB ) : Collider2D[] | ||
OverlapAreaAll ( Vector2 pointA, Vector2 pointB, int layerMask ) : Collider2D[] | ||
OverlapAreaAll ( Vector2 pointA, Vector2 pointB, int layerMask, float minDepth ) : Collider2D[] | ||
OverlapAreaNonAlloc ( Vector2 pointA, Vector2 pointB, Collider2D results ) : int | ||
OverlapAreaNonAlloc ( Vector2 pointA, Vector2 pointB, Collider2D results, int layerMask ) : int | ||
OverlapAreaNonAlloc ( Vector2 pointA, Vector2 pointB, Collider2D results, int layerMask, float minDepth ) : int | ||
OverlapBox ( Vector2 point, Vector2 size, float angle ) : Collider2D | ||
OverlapBox ( Vector2 point, Vector2 size, float angle, int layerMask ) : Collider2D | ||
OverlapBox ( Vector2 point, Vector2 size, float angle, int layerMask, float minDepth ) : Collider2D | ||
OverlapBoxAll ( Vector2 point, Vector2 size, float angle ) : Collider2D[] | ||
OverlapBoxAll ( Vector2 point, Vector2 size, float angle, int layerMask ) : Collider2D[] | ||
OverlapBoxAll ( Vector2 point, Vector2 size, float angle, int layerMask, float minDepth ) : Collider2D[] | ||
OverlapBoxNonAlloc ( Vector2 point, Vector2 size, float angle, Collider2D results ) : int | ||
OverlapBoxNonAlloc ( Vector2 point, Vector2 size, float angle, Collider2D results, int layerMask ) : int | ||
OverlapBoxNonAlloc ( Vector2 point, Vector2 size, float angle, Collider2D results, int layerMask, float minDepth ) : int | ||
OverlapCapsule ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle ) : Collider2D | ||
OverlapCapsule ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask ) : Collider2D | ||
OverlapCapsule ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth ) : Collider2D | ||
OverlapCapsuleAll ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle ) : Collider2D[] | ||
OverlapCapsuleAll ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask ) : Collider2D[] | ||
OverlapCapsuleAll ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth ) : Collider2D[] | ||
OverlapCapsuleNonAlloc ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D results ) : int | ||
OverlapCapsuleNonAlloc ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D results, int layerMask ) : int | ||
OverlapCapsuleNonAlloc ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D results, int layerMask, float minDepth ) : int | ||
OverlapCircle ( Vector2 point, float radius ) : Collider2D | ||
OverlapCircle ( Vector2 point, float radius, int layerMask ) : Collider2D | ||
OverlapCircle ( Vector2 point, float radius, int layerMask, float minDepth ) : Collider2D | ||
OverlapCircleAll ( Vector2 point, float radius ) : Collider2D[] | ||
OverlapCircleAll ( Vector2 point, float radius, int layerMask ) : Collider2D[] | ||
OverlapCircleAll ( Vector2 point, float radius, int layerMask, float minDepth ) : Collider2D[] | ||
OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results ) : int | ||
OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, int layerMask ) : int | ||
OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, int layerMask, float minDepth ) : int | ||
OverlapPoint ( Vector2 point ) : Collider2D | ||
OverlapPoint ( Vector2 point, int layerMask ) : Collider2D | ||
OverlapPoint ( Vector2 point, int layerMask, float minDepth ) : Collider2D | ||
OverlapPointAll ( Vector2 point ) : Collider2D[] | ||
OverlapPointAll ( Vector2 point, int layerMask ) : Collider2D[] | ||
OverlapPointAll ( Vector2 point, int layerMask, float minDepth ) : Collider2D[] | ||
OverlapPointNonAlloc ( Vector2 point, Collider2D results ) : int | ||
OverlapPointNonAlloc ( Vector2 point, Collider2D results, int layerMask ) : int | ||
OverlapPointNonAlloc ( Vector2 point, Collider2D results, int layerMask, float minDepth ) : int | ||
Raycast ( Vector2 origin, Vector2 direction ) : RaycastHit2D | ||
Raycast ( Vector2 origin, Vector2 direction, float distance ) : RaycastHit2D | ||
Raycast ( Vector2 origin, Vector2 direction, float distance, int layerMask ) : RaycastHit2D | ||
Raycast ( Vector2 origin, Vector2 direction, float distance, int layerMask, float minDepth ) : RaycastHit2D | ||
RaycastAll ( Vector2 origin, Vector2 direction ) : RaycastHit2D[] | ||
RaycastAll ( Vector2 origin, Vector2 direction, float distance ) : RaycastHit2D[] | ||
RaycastAll ( Vector2 origin, Vector2 direction, float distance, int layerMask ) : RaycastHit2D[] | ||
RaycastAll ( Vector2 origin, Vector2 direction, float distance, int layerMask, float minDepth ) : RaycastHit2D[] | ||
RaycastNonAlloc ( Vector2 origin, Vector2 direction, RaycastHit2D results ) : int | ||
RaycastNonAlloc ( Vector2 origin, Vector2 direction, RaycastHit2D results, float distance ) : int | ||
RaycastNonAlloc ( Vector2 origin, Vector2 direction, RaycastHit2D results, float distance, int layerMask ) : int | ||
RaycastNonAlloc ( Vector2 origin, Vector2 direction, RaycastHit2D results, float distance, int layerMask, float minDepth ) : int | ||
SetEditorDragMovement ( bool dragging, GameObject objs ) : void | ||
SetLayerCollisionMask ( int layer, int layerMask ) : void |
public static BoxCast ( Vector2 origin, Vector2 size, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : |
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origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | Vector representing the direction of the shape. |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat |
public static BoxCastAll ( Vector2 origin, Vector2 size, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] | ||
origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | Vector representing the direction of the shape. |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | UnityEngine.RaycastHit2D[] |
public static BoxCastNonAlloc ( Vector2 origin, Vector2 size, float angle, Vector2 direction, |
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origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | Vector representing the direction of the shape. |
results | Array to receive results. | |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |
public static CapsuleCast ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : |
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origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
capsuleDirection | CapsuleDirection2D | The direction of the capsule. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | Vector representing the direction to cast the shape. |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat |
public static CapsuleCastAll ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] | ||
origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
capsuleDirection | CapsuleDirection2D | The direction of the capsule. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | Vector representing the direction to cast the shape. |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | UnityEngine.RaycastHit2D[] |
public static CapsuleCastNonAlloc ( Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, |
||
origin | Vector2 | The point in 2D space where the shape originates. |
size | Vector2 | The size of the shape. |
capsuleDirection | CapsuleDirection2D | The direction of the capsule. |
angle | float | The angle of the shape (in degrees). |
direction | Vector2 | Vector representing the direction to cast the shape. |
results | Array to receive results. | |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | int |
public static CircleCast ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : |
||
origin | Vector2 | The point in 2D space where the shape originates. |
radius | float | The radius of the shape. |
direction | Vector2 | Vector representing the direction of the shape. |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat |
public static CircleCastAll ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[] | ||
origin | Vector2 | The point in 2D space where the shape originates. |
radius | float | The radius of the shape. |
direction | Vector2 | Vector representing the direction of the shape. |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | UnityEngine.RaycastHit2D[] |
public static CircleCastNonAlloc ( Vector2 origin, float radius, Vector2 direction, |
||
origin | Vector2 | The point in 2D space where the shape originates. |
radius | float | The radius of the shape. |
direction | Vector2 | Vector representing the direction of the shape. |
results | Array to receive results. | |
distance | [ | Maximum distance over which to cast the shape. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |
public static GetRayIntersection ( |
||
ray | The 3D ray defining origin and direction to test. | |
distance | [ | Maximum distance over which to cast the ray. |
layerMask | [ | Filter to detect colliders only on certain layers. |
Résultat |
public static GetRayIntersectionNonAlloc ( |
||
ray | The 3D ray defining origin and direction to test. | |
results | Array to receive results. | |
distance | [ | Maximum distance over which to cast the ray. |
layerMask | [ | Filter to detect colliders only on certain layers. |
Résultat | int |
public static Linecast ( Vector2 start, Vector2 end, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D | ||
start | Vector2 | The start point of the line in world space. |
end | Vector2 | The end point of the line in world space. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | RaycastHit2D |
public static LinecastAll ( Vector2 start, Vector2 end, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D[] | ||
start | Vector2 | The start point of the line in world space. |
end | Vector2 | The end point of the line in world space. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | RaycastHit2D[] |
public static LinecastNonAlloc ( Vector2 start, Vector2 end, RaycastHit2D results, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
start | Vector2 | The start point of the line in world space. |
end | Vector2 | The end point of the line in world space. |
results | RaycastHit2D | Returned array of objects that intersect the line. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |
public static OverlapArea ( Vector2 pointA, Vector2 pointB, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D | ||
pointA | Vector2 | One corner of the rectangle. |
pointB | Vector2 | Diagonally opposite corner of the rectangle. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | Collider2D |
public static OverlapAreaAll ( Vector2 pointA, Vector2 pointB, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] | ||
pointA | Vector2 | One corner of the rectangle. |
pointB | Vector2 | Diagonally opposite corner of the rectangle. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | Collider2D[] |
public static OverlapAreaNonAlloc ( Vector2 pointA, Vector2 pointB, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
pointA | Vector2 | One corner of the rectangle. |
pointB | Vector2 | Diagonally opposite corner of the rectangle. |
results | Collider2D | Array to receive results. |
layerMask | [ | Filter to check objects only on specified layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |
public static OverlapBox ( Vector2 point, Vector2 size, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D | ||
point | Vector2 | Center of the box. |
size | Vector2 | Size of the box. |
angle | float | Angle of the box. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | Collider2D |
public static OverlapBoxAll ( Vector2 point, Vector2 size, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] | ||
point | Vector2 | Center of the box. |
size | Vector2 | Size of the box. |
angle | float | Angle of the box. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | Collider2D[] |
public static OverlapBoxNonAlloc ( Vector2 point, Vector2 size, float angle, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
point | Vector2 | Center of the box. |
size | Vector2 | Size of the box. |
angle | float | Angle of the box. |
results | Collider2D | Array to receive results. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | int |
public static OverlapCapsule ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D | ||
point | Vector2 | Center of the capsule. |
size | Vector2 | Size of the capsule. |
direction | CapsuleDirection2D | The direction of the capsule. |
angle | float | Angle of the capsule. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | Collider2D |
public static OverlapCapsuleAll ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] | ||
point | Vector2 | Center of the capsule. |
size | Vector2 | Size of the capsule. |
direction | CapsuleDirection2D | The direction of the capsule. |
angle | float | Angle of the capsule. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | Collider2D[] |
public static OverlapCapsuleNonAlloc ( Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
point | Vector2 | Center of the capsule. |
size | Vector2 | Size of the capsule. |
direction | CapsuleDirection2D | The direction of the capsule. |
angle | float | Angle of the capsule. |
results | Collider2D | Array to receive results. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than this value. |
Résultat | int |
public static OverlapCircle ( Vector2 point, float radius, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D | ||
point | Vector2 | Centre of the circle. |
radius | float | Radius of the circle. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | Collider2D |
public static OverlapCircleAll ( Vector2 point, float radius, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] | ||
point | Vector2 | Center of the circle. |
radius | float | Radius of the circle. |
layerMask | [ | Filter to check objects only on specified layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | Collider2D[] |
public static OverlapCircleNonAlloc ( Vector2 point, float radius, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
point | Vector2 | Center of the circle. |
radius | float | Radius of the circle. |
results | Collider2D | Array to receive results. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |
public static OverlapPoint ( Vector2 point, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D | ||
point | Vector2 | A point in world space. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | Collider2D |
public static OverlapPointAll ( Vector2 point, [ layerMask, [ minDepth, [ maxDepth ) : Collider2D[] | ||
point | Vector2 | A point in space. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | Collider2D[] |
public static OverlapPointNonAlloc ( Vector2 point, Collider2D results, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
point | Vector2 | A point in space. |
results | Collider2D | Array to receive results. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |
public static Raycast ( Vector2 origin, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D | ||
origin | Vector2 | The point in 2D space where the ray originates. |
direction | Vector2 | Vector representing the direction of the ray. |
distance | [ | Maximum distance over which to cast the ray. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | RaycastHit2D |
public static RaycastAll ( Vector2 origin, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : RaycastHit2D[] | ||
origin | Vector2 | The point in 2D space where the ray originates. |
direction | Vector2 | Vector representing the direction of the ray. |
distance | [ | Maximum distance over which to cast the ray. |
layerMask | [ | Filter to detect Colliders only on certain layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | RaycastHit2D[] |
public static RaycastNonAlloc ( Vector2 origin, Vector2 direction, RaycastHit2D results, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : int | ||
origin | Vector2 | The point in 2D space where the ray originates. |
direction | Vector2 | Vector representing the direction of the ray. |
results | RaycastHit2D | Array to receive results. |
distance | [ | Maximum distance over which to cast the ray. |
layerMask | [ | Filter to check objects only on specific layers. |
minDepth | [ | Only include objects with a Z coordinate (depth) greater than or equal to this value. |
maxDepth | [ | Only include objects with a Z coordinate (depth) less than or equal to this value. |
Résultat | int |