Version: 2018.4
public Collider2D OverlapArea (Vector2 pointA, Vector2 pointB, int layerMask= Physics2D.DefaultRaycastLayers);
public Collider2D OverlapArea (Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter);

パラメーター

pointA矩形のひとつの隅
pointBThe corner of the rectangle diagonally opposite the pointA corner.
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
contactFilterThe contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing.

戻り値

Collider2D The collider overlapping the area.

説明

Checks an area (non-rotated box) against colliders in the PhysicsScene2D, returning the first intersection only.

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.

This function returns a Collider2D that overlaps the area or NULL if nothing overlaps.

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, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.


public int OverlapArea (Vector2 pointA, Vector2 pointB, Collider2D[] results, int layerMask= Physics2D.DefaultRaycastLayers);
public int OverlapArea (Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results);

パラメーター

pointA矩形のひとつの隅
pointBThe corner of the rectangle diagonally opposite the pointA corner.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.
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
contactFilterThe contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing.

戻り値

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

説明

Checks an area (non-rotated box) against colliders in the PhysicsScene2D, returning all intersections.

An "OverlapArea" is conceptually like looking at the Scene through a rectangular shape to determine what can be seen. Any Collider2D seen can be detected and reported.

This function returns an array of Collider2D that overlap the area.

The integer return value is the number of objects that intersect the area (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.

See Also: PhysicsScene2D, LayerMask, Physics2D.DefaultRaycastLayers, Physics2D.IgnoreRaycastLayer, Physics2D.queriesHitTriggers.