pointA | 矩形のひとつの隅 |
pointB | Diagonally opposite the point A corner of the rectangle. |
layerMask | 特定レイヤーのオブジェクトのみを判定するフィルター |
minDepth | この値以上の Z 座標(深度)を持つオブジェクトのみを含みます。 |
maxDepth | この値以下の Z 座標(深度)を持つオブジェクトのみを含みます。 |
Collider2D The collider overlapping the area.
Checks if a collider falls within a rectangular area.
矩形はワールド座標で反対向きの斜め座標により定義されます。左上と右下の隅と考えていいですが、順番を逆にしても動作します。オプションとして layerMask 設定することで特定レイヤーのオブジェクトのみ判定できます。
2D のレンダリングと衝突において Z 軸は無関係であるもの、minDepth や maxDepth パラメーターを使用することで Z 軸にもとづいてオブジェクトをフィルタリングすることができます。もし一つ以上のコライダーが点を含む場合はもっとも小さい Z 座標の値を持ったものが返されます。また点を含むコライダーがない場合は null が返されます。
See Also: OverlapAreaAll & OverlapAreaNonAlloc.
pointA | 矩形のひとつの隅 |
pointB | Diagonally opposite the point A corner of the rectangle. |
results | The array to receive results. The size of the array determines the maximum number of results that can be returned. |
contactFilter | The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. |
int
Returns the number of results placed in the results
array.
Checks if a collider falls within a rectangular area.
The rectangle is defined by two diagonally opposite corner coordinates in world space. You can think of these as top-left and bottom-right but the test will still work if the ordering of the points is reversed.
This function returns the number of colliders found and places those colliders in the results
array. The results can also be filtered by the contactFilter
. Note that filtering by normal angle is not available for overlap functions.
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