public void UpdateColliders(PhysicsScene2D physics) { var bounds = GetBounds(); int count = physics.OverlapCircle(bounds.position, radius, overlapBuffer, Light2dFeature.inst.colliderLayerMask); colliders.Clear(); for (int i = 0; i < count; i++) { var comp = overlapBuffer[i].GetComponent <LightCollider>(); if (comp != null) { colliders.Add(comp); } } }
public Collider2D OverlapCircle(Vector2 point, float radius, int layerMask = Physics2D.DefaultRaycastLayers) { return(_world.OverlapCircle(point, radius, layerMask)); }