public static bool CanPlayerUseWires(BasePlayer player) { if (!player.CanBuild()) { return(false); } return(!GamePhysics.CheckSphere(player.eyes.position, 0.1f, 536870912, QueryTriggerInteraction.Collide)); }
public override bool DoCheck(Construction.Placement place) { if (this.wantsCollide == GamePhysics.CheckSphere(Vector3.op_Addition(place.position, Quaternion.op_Multiply(place.rotation, this.worldPosition)), this.sphereRadius, ((LayerMask) ref this.layerMask).get_value(), (QueryTriggerInteraction)0)) { return(true); } Construction.lastPlacementError = "Failed Check: Sphere Test (" + this.hierachyName + ")"; return(false); }
public override bool DoCheck(Construction.Placement place) { Vector3 vector3 = place.position + (place.rotation * this.worldPosition); if (this.wantsCollide == GamePhysics.CheckSphere(vector3, this.sphereRadius, this.layerMask.@value, QueryTriggerInteraction.UseGlobal)) { return(true); } Construction.lastPlacementError = string.Concat("Failed Check: Sphere Test (", this.hierachyName, ")"); return(false); }
public static bool CheckSphere(Vector3 pos, float radius, int layerMask, ColliderInfo.Flags ignore) { if ((int)ignore == 0) { return(GamePhysics.CheckSphere(pos, radius, layerMask, QueryTriggerInteraction.UseGlobal)); } List <Collider> list = Pool.GetList <Collider>(); GamePhysics.OverlapSphere(pos, radius, list, layerMask, QueryTriggerInteraction.Ignore); bool flag = DeployVolume.CheckFlags(list, ignore); Pool.FreeList <Collider>(ref list); return(flag); }
public static bool CheckSphere( Vector3 pos, float radius, int layerMask, ColliderInfo.Flags ignore) { if (ignore == (ColliderInfo.Flags) 0) { return(GamePhysics.CheckSphere(pos, radius, layerMask, (QueryTriggerInteraction)0)); } List <Collider> list = (List <Collider>)Pool.GetList <Collider>(); GamePhysics.OverlapSphere(pos, radius, list, layerMask, (QueryTriggerInteraction)1); int num = DeployVolume.CheckFlags(list, ignore) ? 1 : 0; // ISSUE: cast to a reference type Pool.FreeList <Collider>((List <M0>&) ref list); return(num != 0); }
public bool GetIgnore(Vector3 pos, float radius = 0.01f) { return(GamePhysics.CheckSphere <WaterVisibilityTrigger>(pos, radius, 262144, QueryTriggerInteraction.Collide)); }
public bool GetIgnore(Vector3 pos, float radius = 0.01f) { return(GamePhysics.CheckSphere <TerrainCollisionTrigger>(pos, radius, 262144, (QueryTriggerInteraction)2)); }