//find objects according to RAYCASTTYPE internal RaycastResult Raycast(Vector2 origin, Vector2 direction, RAYCASTTYPE type) { RaycastResult dynamicRes = new RaycastResult(); RaycastResult staticRes = new RaycastResult(); if (type == RAYCASTTYPE.DYNAMIC || type == RAYCASTTYPE.ALL) dynamicRes = CollisionMath.Raycast(origin, direction, dynamics); if (type == RAYCASTTYPE.STATIC || type == RAYCASTTYPE.ALL) staticRes = CollisionMath.Raycast(origin, direction, statics); if (!dynamicRes.hit) return staticRes; if (!staticRes.hit) return dynamicRes; if (dynamicRes.distance > staticRes.distance) return staticRes; return dynamicRes; }
public RaycastResult Raycast(Vector2 origin, Vector2 direction, RAYCASTTYPE type) { return(context.collision.Raycast(origin, direction, type)); }