Physics2D.CircleCastNonAlloc

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public static int CircleCastNonAlloc (Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results, float distance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

Parámetros

originThe point in 2D space where the circle originates.
radiusThe radius of the circle.
directionA vector representing the direction of the circle.
resultsArreglo para recibir resultados.
distanceThe maximum distance over which to cast the circle.
layerMaskFilter to detect Colliders only on certain layers.
minDepthOnly include objects with a Z coordinate (depth) greater than or equal to this value.
maxDepthOnly include objects with a Z coordinate (depth) less than or equal to this value.

Valor de retorno

int Returns the number of results placed in the results array.

Descripción

Casts a circle into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CircleCast instead.

This function is similar to the CircleCastAll function except that the results are returned in the supplied array. The integer return value is the number of objects that intersect the circle (possibly zero) but 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 performed frequently.

The returned RaycastHit2D returns both the point and normal of the contact where the circle would touch the Collider. It also returns the centroid where the circle would be positioned for it to contact at that point.

See Also: LayerMask class, RaycastHit2D class, CircleCast, CircleCastAll,, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.

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