コード例 #1
0
    bool IsOverlaping(Vector3 position)
    {
        for (int i = 0; i < distances.Count; i++)
        {
            LayerDistance current = distances[i];
            Collider2D    overlappingCollider2d = Physics2D.OverlapCircle(position, current.distance, current.layerMask);
            if (overlappingCollider2d != null)
            {
//				Debug.Log ("overlapping " + overlappingCollider2d.gameObject.ToString () + " @ " + overlappingCollider2d.transform.position);
                return(true);
            }
        }
        return(false);
    }
コード例 #2
0
    bool IsOverlaping(Vector3 position)
    {
        for (int i = 0; i < layerDistances.Count; i++)
        {
            LayerDistance current = layerDistances[i];
            Collider2D    overlappingCollider2d = Physics2D.OverlapCircle(position, current.distance, current.layerMask);
            if (overlappingCollider2d != null)
            {
                //				Debug.Log ("overlapping " + overlappingCollider2d.gameObject.ToString () + " @ " + overlappingCollider2d.transform.position);
#if UNITY_EDITOR
                Debug.DrawLine(this.transform.position, overlappingCollider2d.transform.position, Color.red, 5f);
#endif
                return(true);
            }
        }
        return(false);
    }