start | ワールド座標での線の開始地点 |
end | ワールド座標での線の終了地点 |
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。 |
RaycastHit2D[] 投げかけた結果が返されます。
Casts a line against Colliders in the Scene.
Linecast とはワールド座標上の二点間に張った仮想の線です。このセンサーと接触した任意オブジェクトを検知して報告することができます。
This function is similar to the Linecast function except that all Colliders that are in contact with the line are reported. The line is assumed to run from its start point to its end point; Colliders will be placed in the returned array in order of distance from the start of the line.
Linecast は視界の範囲の判定、銃弾によりターゲットの当たり判定、さらに多くのゲームシーンで役に立ちます。
この関数は返された RaycastHit2D 配列にメモリ割り当てを行ないます。LinecastNonAlloc を使用して、そのようなコールを頻繁に行なう必要があればこのオーバーヘッドを回避できます。
さらにこの関数は線の開始地点のコライダーを検知します。この場合線がコライダーの中で開始していてコライダーの表面と交差していません。つまり返された衝突の法線がテストする線のベクトルの反対にセットされた場合、衝突の法線が計算できません。このような結果は RaycastHit2D の 0 地点で得られるため、これを検知するのは容易です。
関連項目: LayerMask クラス、RaycastHit2D クラス、Linecast、LinecastNonAlloc、DefaultRaycastLayers、IgnoreRaycastLayer、raycastsHitTriggers.
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