Example #1
0
        public static PhysicsScene2D GetPhysicsScene2D(this Scene scene)
        {
            bool flag = !scene.IsValid();

            if (flag)
            {
                throw new ArgumentException("Cannot get physics scene; Unity scene is invalid.", "scene");
            }
            PhysicsScene2D physicsScene_Internal = PhysicsSceneExtensions2D.GetPhysicsScene_Internal(scene);
            bool           flag2 = physicsScene_Internal.IsValid();

            if (flag2)
            {
                return(physicsScene_Internal);
            }
            throw new Exception("The physics scene associated with the Unity scene is invalid.");
        }
Example #2
0
 private static int RaycastList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, List <RaycastHit2D> results) => default; // 0x0000000180AF0CE0-0x0000000180AF0D50
 private static int GetRayIntersectionArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector3 origin, ref Vector3 direction, float distance, int layerMask, RaycastHit2D[] results) => default;              // 0x0000000180AF0A30-0x0000000180AF0AA0
Example #3
0
 private static extern void GetPhysicsScene_Internal_Injected(ref Scene scene, out PhysicsScene2D ret);
Example #4
0
        }                                                                                                                                                                                                                        // 0x0000000180AF0DD0-0x0000000180AF0E40

        private static int RaycastArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, RaycastHit2D[] results) => default;     // 0x0000000180AF0BF0-0x0000000180AF0C60
Example #5
0
 private static int RaycastArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, RaycastHit2D[] results) => default;     // 0x0000000180AF0BF0-0x0000000180AF0C60
 private static int RaycastList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, List <RaycastHit2D> results) => default; // 0x0000000180AF0CE0-0x0000000180AF0D50
Example #6
0
 [NativeMethod]                                                                                                                                                                                                                                        // 0x000000018010FF90-0x000000018010FFF0
 // [StaticAccessor] // 0x000000018010FF90-0x000000018010FFF0
 private static int GetRayIntersectionArray_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask, [NotNull] /* 0x00000001800D4E50-0x00000001800D4E60 */ RaycastHit2D[] results) => default;          // 0x0000000180AF0AA0-0x0000000180AF0BF0
Example #7
0
        private static int GetRayIntersectionArray_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask, [NotNull] /* 0x00000001800D4E50-0x00000001800D4E60 */ RaycastHit2D[] results) => default;          // 0x0000000180AF0AA0-0x0000000180AF0BF0

        private static void Raycast_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, out RaycastHit2D ret)
        {
            ret = default;
        }                                                                                                                                                                                                                        // 0x0000000180AF0DD0-0x0000000180AF0E40
Example #8
0
 [NativeMethod]                                                                                                                                                                                                                                        // 0x000000018010FB70-0x000000018010FBD0
 // [StaticAccessor] // 0x000000018010FB70-0x000000018010FBD0
 private static RaycastHit2D Raycast_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter) => default;                                                                               // 0x0000000180AF0E40-0x0000000180AF1130
Example #9
0
 [NativeMethod]                                                                                                                                                                                                                                        // 0x000000018010FDE0-0x000000018010FE40
 // [StaticAccessor] // 0x000000018010FDE0-0x000000018010FE40
 private static int RaycastList_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter, [NotNull] /* 0x00000001800D4E50-0x00000001800D4E60 */ List <RaycastHit2D> results) => default; // 0x0000000180AF0D50-0x0000000180AF0DD0
Example #10
0
 public override bool Equals(object other) => default;                                                                                                                                                                                                 // 0x000000018004DC20-0x000000018004DCA0
 public bool Equals(PhysicsScene2D other) => default;                                                                                                                                                                                                  // 0x000000018003B530-0x000000018003B540
Example #11
0
        private static RaycastHit2D[] GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector3 origin, ref Vector3 direction, float distance, int layerMask) => default;                                                                                                                                                                                                 // 0x0000000180AEF500-0x0000000180AEF570

        private static Collider2D[] OverlapCircleAll_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, float radius, ref ContactFilter2D contactFilter) => default;                                                                                                                                                                                                              // 0x0000000180AEFD30-0x0000000180AEFDA0
Example #12
0
        private static Collider2D[] OverlapCircleAll_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter) => default;                                                                                                                                                                                                                                   // 0x0000000180AEFDA0-0x0000000180AEFE30

        private static RaycastHit2D[] GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector3 origin, ref Vector3 direction, float distance, int layerMask) => default;                                                                                                                                                                                                 // 0x0000000180AEF500-0x0000000180AEF570
Example #13
0
 [NativeMethod]                                                                                                                                                                                                                                                                                                                                                                               // 0x0000000180112850-0x00000001801128B0
 // [StaticAccessor] // 0x0000000180112850-0x00000001801128B0
 private static Collider2D[] OverlapCircleAll_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter) => default;                                                                                                                                                                                                                                   // 0x0000000180AEFDA0-0x0000000180AEFE30
Example #14
0
 public int OverlapCollider(ContactFilter2D contactFilter, List <Collider2D> results)
 {
     return(PhysicsScene2D.OverlapCollider(this, contactFilter, results));
 }