public int Cast (Vector2 direction, RaycastHit2D[] results, float distance= Mathf.Infinity, bool ignoreSiblingColliders= true);

Parámetros

directionVector que representan la dirección para emitir la forma.
resultsArreglo para recibir resultados.
distanceDistancia máxima sobre el cual se emite la forma.
ignoreSiblingCollidersDetermines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

Valor de retorno

int La cantidad de resultados retornados.

Descripción

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

This function will take the collider shape and cast it into the Scene starting at the collider position in the specified direction for an optional distance and return the results in the provided results array. The integer return value is the number of results written into the results array. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when casts are performed frequently.

Además, esto también detectará otros Collider(s) en la posición de inicio del collider si se superponen. En este caso, la forma de fundición comenzará dentro del Collider y no podrá intersectar la superficie del Collider. Esto significa que no se puede calcular la colisión normal, en cuyo caso la colisión normal devuelta se ajusta a la inversa del vector direction que se está probando.

Note: Use of Collider2D.Cast() requires the use of Rigidbody2D. If no Rigidbody2D is declared Cast() does not work. However a Rigidbody2D can be static and attached to the Collider2D. This will make the Cast() work as expected. Also, if the Collider2D object has no Rigidbody2D object then it can collide with objects which have both Collider2D and Rigidbody2D objects.


public int Cast (Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance= Mathf.Infinity, bool ignoreSiblingColliders= true);

Parámetros

directionVector que representan la dirección para emitir la forma.
contactFilterFilter results defined by the contact filter.
resultsArreglo para recibir resultados.
distanceDistancia máxima sobre el cual se emite la forma.
ignoreSiblingCollidersDetermines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

Valor de retorno

int La cantidad de resultados retornados.

Descripción

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

This function will take the collider shape and cast it into the Scene starting at the collider position in the specified direction for an optional distance and return the results in the provided results array. The integer return value is the number of results written into the results array. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Además, esto también detectará otros Collider(s) en la posición de inicio del collider si se superponen. En este caso, la forma de fundición comenzará dentro del Collider y no podrá intersectar la superficie del Collider. Esto significa que no se puede calcular la colisión normal, en cuyo caso la colisión normal devuelta se ajusta a la inversa del vector direction que se está probando.


public int Cast (Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance= Mathf.Infinity, bool ignoreSiblingColliders= true);

Parámetros

directionVector que representan la dirección para emitir la forma.
contactFilterFilter results defined by the contact filter.
resultsList to receive results.
distanceDistancia máxima sobre el cual se emite la forma.
ignoreSiblingCollidersDetermines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders).

Valor de retorno

int La cantidad de resultados retornados.

Descripción

Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.

This function will take the Collider shape and cast it into the Scene starting at the Collider position in the specified direction for an optional distance and return the results in the provided results list. The integer return value is the number of results written into the results list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results list does not need to be resized, and improves garbage collection performance when casts are performed frequently.

The contactFilter parameter can filter the returned results by the options in ContactFilter2D.

Additionally, this also detects other Collider(s) at the Collider start position if they are overlapping. In this case, the cast shape will start inside the Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated, in which case the returned collision normal is set to the inverse of the direction vector being tested.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961