Exemple #1
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        public static int OverlapSphereNonAlloc(SphereCollider sphere, Collider[] results, int layerMask = Physics.DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal)
        {
            Vector3 center;
            float   radius;

            sphere.ToWorldSpaceSphere(out center, out radius);
            return(Physics.OverlapSphereNonAlloc(center, radius, results, layerMask, queryTriggerInteraction));
        }
Exemple #2
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        public static int SphereCastNonAlloc(SphereCollider sphere, Vector3 direction, RaycastHit[] results, float maxDistance = Mathf.Infinity, int layerMask = Physics.DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal)
        {
            Vector3 center;
            float   radius;

            sphere.ToWorldSpaceSphere(out center, out radius);
            return(Physics.SphereCastNonAlloc(center, radius, direction, results, maxDistance, layerMask, queryTriggerInteraction));
        }
Exemple #3
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        public static bool CheckSphere(SphereCollider sphere, int layerMask = Physics.DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal)
        {
            Vector3 center;
            float   radius;

            sphere.ToWorldSpaceSphere(out center, out radius);
            return(Physics.CheckSphere(center, radius, layerMask, queryTriggerInteraction));
        }
Exemple #4
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    public static Collider[] OverlapSphere
        (SphereCollider sphere,
        int layerMask = Physics.DefaultRaycastLayers,
        QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal,
        float expandBy = 0.0f)
    {
        Vector3 center;
        float   radius;

        sphere.ToWorldSpaceSphere(out center, out radius);
        radius += expandBy;
        return(Physics.OverlapSphere(center, radius, layerMask, queryTriggerInteraction));
    }