public CollideInfo RaycastCeiling(CollideMaterial.CollisionFlags_R2 types = CollideMaterial.CollisionFlags_R2.All) => Raycast(pos + Vector3.up * (top - 0.5f), Vector3.up, ceilingHeight + 0.5f);
public CollideInfo RaycastGround(CollideMaterial.CollisionFlags_R2 types = CollideMaterial.CollisionFlags_R2.All) => Raycast(pos + Vector3.up * (1 + groundLevel), Vector3.down, 1 + groundDepth);