Version: 2020.3
言語: 日本語
public static Collider2D OverlapArea (Vector2 pointA, Vector2 pointB, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

パラメーター

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。

戻り値

Collider2D The Collider overlapping the area.

説明

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。

Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one Collider falls within the area then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the area.

See Also: OverlapAreaAll & OverlapAreaNonAlloc.


public static 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
pointB Diagonally opposite the point A corner of the rectangle.
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.
results The array to receive results. The size of the array determines the maximum number of results that can be returned.

戻り値

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

説明

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.


public static int OverlapArea (Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, List<Collider2D> results);

パラメーター

pointA 矩形のひとつの隅
pointB Diagonally opposite the point A corner of the rectangle.
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.
results The list to receive results.

戻り値

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

説明

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.

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.

Note that filtering by normal angle is not available for overlap functions.