Пример #1
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 private static extern bool Internal_capsuleOverlapAny(ref Capsule capsule, ref Quaternion rotation, ulong layer);
Пример #2
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 private static extern bool Internal_capsuleCastAny(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
Пример #3
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 private static extern Collider[] Internal_capsuleOverlap(ref Capsule capsule, ref Quaternion rotation, ulong layer);
Пример #4
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 private static extern PhysicsQueryHit[] Internal_capsuleCastAll(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
Пример #5
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 private static extern bool Internal_capsuleCast(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, out PhysicsQueryHit hit, ulong layer, float max);
Пример #6
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 /// <summary>Checks if the provided capsule overlaps any other collider in the scene.</summary>
 /// <param name="capsule">Capsule to check for overlap.</param>
 /// <param name="rotation">Orientation of the capsule.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param>
 /// <returns>True if there is overlap with another object, false otherwise.</returns>
 public static bool CapsuleOverlapAny(Capsule capsule, Quaternion rotation, ulong layer = 18446744073709551615)
 {
     return(Internal_capsuleOverlapAny(ref capsule, ref rotation, layer));
 }
Пример #7
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 /// <summary>Returns a list of all colliders in the scene that overlap the provided capsule.</summary>
 /// <param name="capsule">Capsule to check for overlap.</param>
 /// <param name="rotation">Orientation of the capsule.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param>
 /// <returns>List of all colliders that overlap the capsule.</returns>
 public static Collider[] CapsuleOverlap(Capsule capsule, Quaternion rotation, ulong layer = 18446744073709551615)
 {
     return(Internal_capsuleOverlap(ref capsule, ref rotation, layer));
 }
Пример #8
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 /// <summary>
 /// Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly more
 /// efficient than other types of cast* calls.
 /// </summary>
 /// <param name="capsule">Capsule to sweep through the scene.</param>
 /// <param name="rotation">Orientation of the capsule.</param>
 /// <param name="unitDir">Unit direction towards which to perform the sweep.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param>
 /// <param name="max">
 /// Maximum distance at which to perform the query. Hits past this distance will not be detected.
 /// </param>
 /// <returns>True if something was hit, false otherwise.</returns>
 public static bool CapsuleCastAny(Capsule capsule, Quaternion rotation, Vector3 unitDir, ulong layer = 18446744073709551615, float max = 3.40282347E+38f)
 {
     return(Internal_capsuleCastAny(ref capsule, ref rotation, ref unitDir, layer, max));
 }