/// <summary> /// sets the number of degrees between each subdivision for use with EndCapType.Smooth /// </summary> /// <returns>The per subdivision.</returns> /// <param name="degreesPerSubdivision">Degrees per subdivision.</param> public LineRenderer setDegreesPerSubdivision(float degreesPerSubdivision) { Insist.isTrue(degreesPerSubdivision > 0, "degreesPerSubdivision must be greater than 0"); this.degreesPerSubdivision = degreesPerSubdivision; return(this); }
/// <summary> /// gets all the colliders that fall within the specified circle /// </summary> /// <returns>the number of Colliders returned</returns> /// <param name="center">Center.</param> /// <param name="radius">Radius.</param> /// <param name="results">Results.</param> /// <param name="layerMask">Layer mask.</param> public static int OverlapCircleAll(Vector2 center, float radius, Collider[] results, int layerMask = AllLayers) { Insist.IsFalse(results.Length == 0, "An empty results array was passed in. No results will ever be returned."); return(_spatialHash.OverlapCircle(center, radius, results, layerMask)); }
/// <summary> /// casts a line through the spatial hash and fills the hits array up with any colliders that the line hits /// </summary> /// <returns>The all.</returns> /// <param name="start">Start.</param> /// <param name="end">End.</param> /// <param name="hits">Hits.</param> /// <param name="layerMask">Layer mask.</param> public static int LinecastAll(Vector2 start, Vector2 end, RaycastHit[] hits, int layerMask = AllLayers) { Insist.IsFalse(hits.Length == 0, "An empty hits array was passed in. No hits will ever be returned."); return(_spatialHash.Linecast(start, end, hits, layerMask)); }
/// <summary> /// gets all the colliders that fall within the specified rect /// </summary> /// <returns>the number of Colliders returned</returns> /// <param name="rect">Rect.</param> /// <param name="results">Results.</param> /// <param name="layerMask">Layer mask.</param> public static int OverlapRectangleAll(ref RectangleF rect, Collider[] results, int layerMask = AllLayers) { Insist.IsFalse(results.Length == 0, "An empty results array was passed in. No results will ever be returned."); return(_spatialHash.OverlapRectangle(ref rect, results, layerMask)); }
/// <summary> /// removes a SceneComponent from the SceneComponents list /// </summary> public void removeSceneComponent(SceneComponent component) { Insist.isTrue(_sceneComponents.contains(component), "SceneComponent {0} is not in the SceneComponents list!", component); _sceneComponents.remove(component); component.onRemovedFromScene(); }