void DoTests() { LayerMask op = LayerMask.GetMask(Layers.Default, Layers.Entity, Layers.Trigger); LayerMask other = LayerMask.GetMask(Layers.UI, Layers.Water); LayerMaskExtensions.CombineMasks(op, other); }
void DoCombine() { // static CombineMasks creates a new mask from any number of existing masks. output = LayerMaskExtensions.CombineMasks(maskToCombine1, MasktoCombine2); output.SetMask("Nothing"); //or // Updates this LayerMask with any number of other layerMasks. output.Combine(maskToCombine1, MasktoCombine2); //or //if we wanted maskToCombine1 to be updated with the new mask instead, we can do something like this. maskToCombine1.Combine(MasktoCombine2); }
void DoNewMask() { LayerMask value; //using Layer Names. (Default Unity) value = LayerMask.GetMask(Layers.Trigger, Layers.Entity, Layers.Default); //or for an empty mask; value = 0; //or // using Layer Masks (this is probably a little faster). value = LayerMaskExtensions.CombineMasks(Layers.TriggerMask, Layers.EntityMask, Layers.DefaultMask); output = value; }