Version: 2023.2
言語: 日本語
public static RaycastHit2D BoxCast (Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance= Mathf.Infinity, int layerMask= Physics2D.AllLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

パラメーター

origin The point in 2D space where the box originates.
size The size of the box.
angle The angle of the box (in degrees).
direction A vector representing the direction of the box.
distance The maximum distance over which to cast the box.
layerMask 特定のレイヤーのコライダーのみを判別するためのフィルター
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

RaycastHit2D 投げかけた結果が返されます。

説明

Casts a box against Colliders in the Scene, returning the first Collider to contact with it.

A BoxCast is conceptually like dragging a box through the Scene in a particular direction. Any object 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). 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 box would touch the Collider. It also returns the centroid where the box would be positioned for it to contact at that point.

BoxCast has a size option. This defines how large the box is. The box is fired through the world. The larger the box is the more GameObjects will be hit.

BoxCast also has a angle option. The box which is fired through the elements in the game can be rotated. This means that the collision between the BoxCast and a GameObject can be more hard to observe.

The BoxCast.direction variable determines how the Box moves in the Game. This is a 2D variable controlling the horizontal and vertical directions.

Distance controls how far from the origin the Box travels. It may interact with many Colliders or none. In these cases the closest Collider2D provides the values set in the RaycastHit2D variable. If no Collider2D is hit then NULL is returned.

関連項目: LayerMask クラス、RaycastHit2D クラス、BoxCastAllBoxCastNonAllocDefaultRaycastLayersIgnoreRaycastLayerraycastsHitTriggers.


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

パラメーター

origin The point in 2D space where the box originates.
size The size of the box.
angle The angle of the box (in degrees).
direction A vector representing the direction of the box.
distance The maximum distance over which to cast the box.
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, or normal angle.

戻り値

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

説明

Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it.

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.

Additional resources: ContactFilter2D and RaycastHit2D.


public static int BoxCast (Vector2 origin, Vector2 size, float angle, Vector2 direction, ContactFilter2D contactFilter, List<RaycastHit2D> results, float distance= Mathf.Infinity);

パラメーター

origin The point in 2D space where the box originates.
size The size of the box.
angle The angle of the box (in degrees).
direction A vector representing the direction of the box.
contactFilter The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.
results The list to receive results.
distance The maximum distance over which to cast the box.

戻り値

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

説明

Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it.

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.

Additional resources: ContactFilter2D and RaycastHit2D.