Version: 5.5
public static RaycastHit2D CapsuleCast (Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

パラメーター

origin 2D 座標におけるその図形の原点
size 図形の大きさ
capsuleDirection カプセルの向く方向
angle 図形の角度(単位は度)
direction 図形を投影する方向を表すベクトル
distance 図形を投影する最大距離
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 この値よりも大きな Z 座標(深度)にあるオブジェクトのみを含む
maxDepth この値よりも小さな Z 座標(深度)のオブジェクトのみを含む

戻り値

RaycastHit2D 投げかけた結果が返されます。

説明

Casts a capsule against colliders in the scene, returning the first collider to contact with it.

A CapsuleCast is conceptually like dragging a capsule through the scene in a particular direction. Any object making contact with the capsule can be detected and reported.

This function returns a RaycastHit2D object with a reference to the collider that is hit by the capsule (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 capsule would touch the collider. It also returns the centroid where the capsule would be positioned for it to contact at that point.

See Also: LayerMask class, RaycastHit2D class, :CapsuleCastAll, CapsuleCastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.