public static bool CheckBounds(Bounds bounds, int layerMask, ColliderInfo.Flags ignore) { if ((int)ignore == 0) { return(GamePhysics.CheckBounds(bounds, layerMask, QueryTriggerInteraction.UseGlobal)); } List <Collider> list = Pool.GetList <Collider>(); GamePhysics.OverlapBounds(bounds, list, layerMask, QueryTriggerInteraction.Ignore); bool flag = DeployVolume.CheckFlags(list, ignore); Pool.FreeList <Collider>(ref list); return(flag); }
public static bool CheckBounds(Bounds bounds, int layerMask, ColliderInfo.Flags ignore) { if (ignore == (ColliderInfo.Flags) 0) { return(GamePhysics.CheckBounds(bounds, layerMask, (QueryTriggerInteraction)0)); } List <Collider> list = (List <Collider>)Pool.GetList <Collider>(); GamePhysics.OverlapBounds(bounds, list, layerMask, (QueryTriggerInteraction)1); int num = DeployVolume.CheckFlags(list, ignore) ? 1 : 0; // ISSUE: cast to a reference type Pool.FreeList <Collider>((List <M0>&) ref list); return(num != 0); }
public bool GetIgnore(Bounds bounds) { return(GamePhysics.CheckBounds <WaterVisibilityTrigger>(bounds, 262144, QueryTriggerInteraction.Collide)); }