private IEnumerable <RaycastHit2D> GetHits(LayerMask layerMask, IEnumerable <RaycastHit2D> hits) { foreach (var hit in hits) { if (LayerMaskUtil.IsIncluded(layerMask, hit.collider.gameObject.layer)) { yield return(hit); } } yield break; }
public bool CheckCollision(LayerMask layers) { foreach (var collider in GetCollidersInside()) { if (LayerMaskUtil.IsIncluded(layers, collider.gameObject.layer)) { return(true); } } return(false); }