private void FillRoomList(UnityEngine.Vector3 position, AkRoom.PriorityList list) { list.Clear(); position = transform.TransformPoint(position); var colliders = UnityEngine.Physics.OverlapSphere(position, 0, -1, UnityEngine.QueryTriggerInteraction.Collide); foreach (var collider in colliders) { var room = collider.gameObject.GetComponent <AkRoom>(); if (room != null && !list.Contains(room)) { list.Add(room); } } }
private void FillRoomList(UnityEngine.Vector3 center, UnityEngine.Vector3 halfExtents, AkRoom.PriorityList list) { list.rooms.Clear(); center = transform.TransformPoint(center); var colliders = UnityEngine.Physics.OverlapBox(center, halfExtents, transform.rotation, -1, UnityEngine.QueryTriggerInteraction.Collide); foreach (var collider in colliders) { var room = collider.gameObject.GetComponent <AkRoom>(); if (room != null && !list.Contains(room)) { list.Add(room); } } }
void FillRoomList(Vector3 center, Vector3 halfExtents, AkRoom.PriorityList list) { list.rooms.Clear(); center = transform.TransformPoint(center); Collider[] colliders = Physics.OverlapBox(center, halfExtents, transform.rotation); foreach (var collider in colliders) { var room = collider.gameObject.GetComponent <AkRoom>(); if (room != null && !list.Contains(room)) { list.Add(room); } } }