origin | 盒体在 2D 空间中的起点。 |
size | 盒体的大小。 |
angle | 盒体的角度(以度为单位)。 |
direction | Vector representing the direction to cast the box. |
distance | 盒体的最大投射距离。 |
layerMask | 过滤器,用于仅在特定层上检测碰撞体。 |
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
RaycastHit2D 返回的投射数量。
Casts a box against colliders in the PhysicsScene2D, returning the first intersection only.
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box 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) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.
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). Overloads of this method that use contactFilter
can filter the results by the options available in ContactFilter2D.
See Also: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
origin | 盒体在 2D 空间中的起点。 |
size | 盒体的大小。 |
angle | 盒体的角度(以度为单位)。 |
direction | Vector representing the direction to cast the box. |
distance | 盒体的最大投射距离。 |
results | 用于接收结果的数组。该数组的大小决定可返回的结果的最大数量。 |
layerMask | 过滤器,用于仅在特定层上检测碰撞体。 |
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
int
返回放置在 results
数组中的结果数。
Casts a box against the colliders in the PhysicsScene2D, returning all intersections.
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box can be detected and reported.
This function returns an array of RaycastHit2D object(s) 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) and contains both the point and normal of the contact where the box would touch the collider. It also returns the centroid where the box would be positioned for it to contact the collider at that point.
The integer return value is the number of objects that intersect the box (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. Note that you will always get zero results if you pass an empty array.
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). Overloads of this method that use contactFilter
can filter the results by the options available in ContactFilter2D.
All results are sorted by ascending distance order.
See Also: PhysicsScene2D, RaycastHit2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.
origin | 盒体在 2D 空间中的起点。 |
size | 盒体的大小。 |
angle | 盒体的角度(以度为单位)。 |
direction | Vector representing the direction to cast the box. |
distance | 盒体的最大投射距离。 |
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
results | The list to receive results. |
void
Returns the number of results placed in the results
list.
Casts a box against the Colliders in the PhysicsScene2D, returning all intersections.
A "BoxCast" is conceptually like dragging a box shape through the Scene in a particular direction. Any Collider2D making contact with the box 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
. All results are sorted by ascending distance order.
See Also: PhysicsScene2D and RaycastHit2D.