void Update()
        {
            switch (Cast)
            {
            case CastType.OverlapCircle:
                if (CastAll)
                {
                    RBPhysics2D.OverlapCircleAll(transform.position, Radius, castLayers.value);
                }
                else
                {
                    RBPhysics2D.OverlapCircle(transform.position, Radius, castLayers.value);
                }
                break;

            case CastType.OverlapArea:
                Vector2 cornerA = (Vector2)transform.position + CornerAOffset;
                Vector2 cornerB = (Vector2)transform.position + CornerBOffset;
                if (CastAll)
                {
                    RBPhysics2D.OverlapAreaAll(cornerA, cornerB, castLayers.value);
                }
                else
                {
                    RBPhysics2D.OverlapArea(cornerA, cornerB, castLayers.value);
                }
                break;
            }
        }
        void Update()
        {
            switch (Method)
            {
            case CastMethod.Single:
                RBPhysics2D.CircleCast(transform.position, Radius, transform.up, Distance, castLayers);
                break;

            case CastMethod.CastAll:
                RBPhysics2D.CircleCastAll(transform.position, Radius, transform.up, Distance, castLayers);
                break;

            case CastMethod.NonAlloc:
                RBPhysics2D.CircleCastNonAlloc(transform.position, Radius, transform.up, results, Distance, castLayers);
                break;
            }
        }
Example #3
0
        void Update()
        {
            Vector3 start     = transform.position;
            Vector3 direction = transform.up;

            if (Cast == CastType.Linecast)
            {
                Vector3 end = start + (Distance * direction);
                switch (Method)
                {
                case CastMethod.Single:
                    RBPhysics2D.LineCast(start, end, castLayers);
                    break;

                case CastMethod.All:
                    RBPhysics2D.LineCastAll(start, end, castLayers);
                    break;

                case CastMethod.NonAlloc:
                    RBPhysics2D.LineCastNonAlloc(start, end, results, castLayers);
                    break;
                }
            }
            else
            {
                switch (Method)
                {
                case CastMethod.Single:
                    RBPhysics2D.RayCast(start, direction, Distance, castLayers);
                    break;

                case CastMethod.All:
                    RBPhysics2D.RayCastAll(start, direction, Distance, castLayers);
                    break;

                case CastMethod.NonAlloc:
                    RBPhysics2D.RayCastNonAlloc(start, direction, results, Distance, castLayers);
                    break;
                }
            }
        }