/// <summary> /// Do a bounds check against all Renderers /// </summary> /// <param name="bounds">The bounds against which to test for Renderers</param> /// <param name="objects">The list to which intersected Renderers will be added</param> /// <param name="ignoreList">(optional) A list of Renderers to ignore</param> /// <returns>Whether the bounds intersected any objects</returns> public static bool CheckBounds(this ICheckBounds obj, Bounds bounds, List <GameObject> objects, List <GameObject> ignoreList = null) { return(checkBounds(bounds, objects, ignoreList)); }
/// <summary> /// Do a sphere check against all Renderers /// </summary> /// <param name="center">The center of the sphere</param> /// <param name="radius">The radius of the sphere</param> /// <param name="objects">The list to which intersected Renderers will be added</param> /// <param name="ignoreList">(optional) A list of Renderers to ignore</param> /// <returns>Whether the sphere intersected any objects</returns> public static bool CheckSphere(this ICheckBounds obj, Vector3 center, float radius, List <GameObject> objects, List <GameObject> ignoreList = null) { return(checkSphere(center, radius, objects, ignoreList)); }