public static PhysicsScene2D GetPhysicsScene2D(this Scene scene) { bool flag = !scene.IsValid(); if (flag) { throw new ArgumentException("Cannot get physics scene; Unity scene is invalid.", "scene"); } PhysicsScene2D physicsScene_Internal = PhysicsSceneExtensions2D.GetPhysicsScene_Internal(scene); bool flag2 = physicsScene_Internal.IsValid(); if (flag2) { return(physicsScene_Internal); } throw new Exception("The physics scene associated with the Unity scene is invalid."); }
private static int RaycastList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, List <RaycastHit2D> results) => default; // 0x0000000180AF0CE0-0x0000000180AF0D50 private static int GetRayIntersectionArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector3 origin, ref Vector3 direction, float distance, int layerMask, RaycastHit2D[] results) => default; // 0x0000000180AF0A30-0x0000000180AF0AA0
private static extern void GetPhysicsScene_Internal_Injected(ref Scene scene, out PhysicsScene2D ret);
} // 0x0000000180AF0DD0-0x0000000180AF0E40 private static int RaycastArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, RaycastHit2D[] results) => default; // 0x0000000180AF0BF0-0x0000000180AF0C60
private static int RaycastArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, RaycastHit2D[] results) => default; // 0x0000000180AF0BF0-0x0000000180AF0C60 private static int RaycastList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, List <RaycastHit2D> results) => default; // 0x0000000180AF0CE0-0x0000000180AF0D50
[NativeMethod] // 0x000000018010FF90-0x000000018010FFF0 // [StaticAccessor] // 0x000000018010FF90-0x000000018010FFF0 private static int GetRayIntersectionArray_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask, [NotNull] /* 0x00000001800D4E50-0x00000001800D4E60 */ RaycastHit2D[] results) => default; // 0x0000000180AF0AA0-0x0000000180AF0BF0
private static int GetRayIntersectionArray_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask, [NotNull] /* 0x00000001800D4E50-0x00000001800D4E60 */ RaycastHit2D[] results) => default; // 0x0000000180AF0AA0-0x0000000180AF0BF0 private static void Raycast_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, out RaycastHit2D ret) { ret = default; } // 0x0000000180AF0DD0-0x0000000180AF0E40
[NativeMethod] // 0x000000018010FB70-0x000000018010FBD0 // [StaticAccessor] // 0x000000018010FB70-0x000000018010FBD0 private static RaycastHit2D Raycast_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter) => default; // 0x0000000180AF0E40-0x0000000180AF1130
[NativeMethod] // 0x000000018010FDE0-0x000000018010FE40 // [StaticAccessor] // 0x000000018010FDE0-0x000000018010FE40 private static int RaycastList_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter, [NotNull] /* 0x00000001800D4E50-0x00000001800D4E60 */ List <RaycastHit2D> results) => default; // 0x0000000180AF0D50-0x0000000180AF0DD0
public override bool Equals(object other) => default; // 0x000000018004DC20-0x000000018004DCA0 public bool Equals(PhysicsScene2D other) => default; // 0x000000018003B530-0x000000018003B540
private static RaycastHit2D[] GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector3 origin, ref Vector3 direction, float distance, int layerMask) => default; // 0x0000000180AEF500-0x0000000180AEF570 private static Collider2D[] OverlapCircleAll_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, float radius, ref ContactFilter2D contactFilter) => default; // 0x0000000180AEFD30-0x0000000180AEFDA0
private static Collider2D[] OverlapCircleAll_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter) => default; // 0x0000000180AEFDA0-0x0000000180AEFE30 private static RaycastHit2D[] GetRayIntersectionAll_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector3 origin, ref Vector3 direction, float distance, int layerMask) => default; // 0x0000000180AEF500-0x0000000180AEF570
[NativeMethod] // 0x0000000180112850-0x00000001801128B0 // [StaticAccessor] // 0x0000000180112850-0x00000001801128B0 private static Collider2D[] OverlapCircleAll_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter) => default; // 0x0000000180AEFDA0-0x0000000180AEFE30
public int OverlapCollider(ContactFilter2D contactFilter, List <Collider2D> results) { return(PhysicsScene2D.OverlapCollider(this, contactFilter, results)); }