public int Cast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("true")] bool ignoreSiblingColliders) { ContactFilter2D contactFilter = default(ContactFilter2D); contactFilter.useTriggers = Physics2D.queriesHitTriggers; contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(base.gameObject.layer)); return(this.Internal_Cast(direction, contactFilter, distance, ignoreSiblingColliders, results)); }
public int Cast(Vector2 direction, RaycastHit2D[] results, float distance) { ContactFilter2D contactFilter = default(ContactFilter2D); contactFilter.useTriggers = Physics2D.queriesHitTriggers; contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(base.gameObject.layer)); return(this.CastArray_Internal(direction, distance, contactFilter, true, results)); }