public bool RaycastAllObjectsSorted(Ray ray, SceneRaycastPrecision rtRaycastPrecision, SceneRaycastFilter raycastFilter, List <GameObjectRayHit> hits) { hits.Clear(); if (raycastFilter != null && raycastFilter.AllowedObjectTypes.Count == 0) { return(false); } RaycastAllObjectsSorted(ray, rtRaycastPrecision, hits); if (raycastFilter != null) { raycastFilter.FilterHits(hits); } return(hits.Count != 0); }
public List <GameObjectRayHit> RaycastAllObjectsSorted(Ray ray, SceneRaycastPrecision rtRaycastPrecision, SceneRaycastFilter raycastFilter) { if (raycastFilter != null && raycastFilter.AllowedObjectTypes.Count == 0) { return(new List <GameObjectRayHit>()); } List <GameObjectRayHit> sortedHits = RaycastAllObjectsSorted(ray, rtRaycastPrecision); if (raycastFilter != null) { raycastFilter.FilterHits(sortedHits); } return(sortedHits); }