private INTERNAL_CALL_Cast ( |
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self | ||
direction | ||
results | ||
distance | float | |
ignoreSiblingColliders | bool | |
return | int |
public int Cast(Vector2 direction, RaycastHit2D[] results) { bool ignoreSiblingColliders = true; float distance = float.PositiveInfinity; return(Collider2D.INTERNAL_CALL_Cast(this, ref direction, results, distance, ignoreSiblingColliders)); }
public int Cast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("true")] bool ignoreSiblingColliders) { return(Collider2D.INTERNAL_CALL_Cast(this, ref direction, results, distance, ignoreSiblingColliders)); }