private INTERNAL_CALL_Raycast ( |
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self | ||
direction | ||
results | ||
distance | float | |
layerMask | int | |
minDepth | float | |
maxDepth | float | |
return | int |
public int Raycast(Vector2 direction, RaycastHit2D[] results, float distance, int layerMask) { float maxDepth = float.PositiveInfinity; float minDepth = float.NegativeInfinity; return(Collider2D.INTERNAL_CALL_Raycast(this, ref direction, results, distance, layerMask, minDepth, maxDepth)); }
public int Raycast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("Physics2D.AllLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth) { return(Collider2D.INTERNAL_CALL_Raycast(this, ref direction, results, distance, layerMask, minDepth, maxDepth)); }