public GameObject NotSee() { if (usePhysics2D) { // If the target object is null then determine if there are any objects within sight based on the layer mask if (targetObject == null) { returnedObject = MovementUtility.WithinSight2D(transform, offset, fieldOfViewAngle, viewDistance, -1, targetOffset, angleOffset2D, ignoreLayerMask); } else { // If the target is not null then determine if that object is within sight returnedObject = MovementUtility.WithinSight2D(transform, offset, fieldOfViewAngle, viewDistance, targetObject, targetOffset, angleOffset2D, ignoreLayerMask); } } else { // If the target object is null then determine if there are any objects within sight based on the layer mask if (targetObject == null) { returnedObject = MovementUtility.WithinSight(transform, offset, fieldOfViewAngle, viewDistance, -1, targetOffset, ignoreLayerMask); } else { // If the target is not null then determine if that object is within sight returnedObject = MovementUtility.WithinSight(transform, offset, fieldOfViewAngle, viewDistance, targetObject, targetOffset, ignoreLayerMask); } } if (returnedObject == null) { return(returnedObject); } else { return(null); } }
public GameObject CanSee() { if (usePhysics2D) { // If the target object is null then determine if there are any objects within sight based on the layer mask if (targetObject == null) { returnedObject = MovementUtility.WithinSight2D(transform, offset, fieldOfViewAngle, viewDistance, objectLayerMask, targetOffset, angleOffset2D, ignoreLayerMask); } else // If the target is not null then determine if that object is within sight { returnedObject = MovementUtility.WithinSight2D(transform, offset, fieldOfViewAngle, viewDistance, targetObject, targetOffset, angleOffset2D, ignoreLayerMask); } } else { // If the target object is null then determine if there are any objects within sight based on the layer mask if (targetObject == null) { returnedObject = MovementUtility.WithinSight(transform, offset, fieldOfViewAngle, viewDistance, objectLayerMask, targetOffset, ignoreLayerMask); } else // If the target is not null then determine if that object is within sight { returnedObject = MovementUtility.WithinSight(transform, offset, fieldOfViewAngle, viewDistance, targetObject, targetOffset, ignoreLayerMask); } } if (returnedObject != null) { // Return success if an object was found return(returnedObject); } // An object is not within sight so return failure return(null); }