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

Parameters

originThe point in 2D space where the circle originates.
radius@param normal Перпендикуляр круга.
directionA vector representing the direction of the circle.
distanceThe maximum distance over which to cast the circle.
layerMask@param layerMask Фильтр для обнаружения коллайдеров только на определённых слоях.
minDepth@param minDepth Включает только объекты с координатой Z (глубиной) выше, чем это значение.
maxDepth@param maxDepth Включает только объекты с координатой Z (глубиной) меньше, чем это значение.

Returns

RaycastHit2D The cast results returned.

Description

Casts a circle against colliders in the Scene, returning the first collider to contact with it.

A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any object making contact with the circle can be detected and reported.

This function returns a RaycastHit2D object with a reference to the collider that is hit by the box (the collider property of the result will be NULL if nothing was hit). The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example).

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, :CircleCastAll, CircleCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.


public static int CircleCast (Vector2 origin, float radius, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance= Mathf.Infinity);

Parameters

originThe point in 2D space where the circle originates.
radius@param normal Перпендикуляр круга.
directionA vector representing the direction of the circle.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.
distanceThe maximum distance over which to cast the circle.

Returns

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

Description

Casts a circle against colliders in the Scene, returning all colliders that contact with it.

A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any collider making contact with the circle can be detected and reported.

This function returns the number of contacts found and places those contacts in the results array. The results can also be filtered by the contactFilter.

See Also: ContactFilter2D and RaycastHit2D.


Parameters

originThe point in 2D space where the circle originates.
radius@param normal Перпендикуляр круга.
directionA vector representing the direction of the circle.
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
resultsThe list to receive results.
distanceThe maximum distance over which to cast the circle.

Returns

void Returns the number of results placed in the results list.

Description

Casts a circle against Colliders in the Scene, returning all Colliders that contact with it.

A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. Any Collider making contact with the circle can be detected and reported.

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 the query is performed frequently.

The results can also be filtered by the contactFilter.

See Also: ContactFilter2D and RaycastHit2D.

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