UnityEngine.Collider2D.Raycast C# (CSharp) Method

Raycast() private method

private Raycast ( Vector2 direction, RaycastHit2D results ) : int
direction Vector2
results RaycastHit2D
return int
        public int Raycast(Vector2 direction, RaycastHit2D[] results)
        {
            float positiveInfinity = float.PositiveInfinity;
            float negativeInfinity = float.NegativeInfinity;
            int layerMask = -1;
            float distance = float.PositiveInfinity;
            return INTERNAL_CALL_Raycast(this, ref direction, results, distance, layerMask, negativeInfinity, positiveInfinity);
        }

Same methods

Collider2D::Raycast ( Vector2 direction, RaycastHit2D results, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : int
Collider2D::Raycast ( Vector2 direction, RaycastHit2D results, float distance ) : int
Collider2D::Raycast ( Vector2 direction, RaycastHit2D results, float distance, int layerMask ) : int
Collider2D::Raycast ( Vector2 direction, RaycastHit2D results, float distance, int layerMask, float minDepth ) : int

Usage Example

コード例 #1
0
    static int Raycast(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[])))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                int o = obj.Raycast(arg0, arg1);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   o    = obj.Raycast(arg0, arg1, arg2);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 6 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int), typeof(float)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                float arg4 = (float)LuaDLL.lua_tonumber(L, 6);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 7 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int), typeof(float), typeof(float)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                float arg4 = (float)LuaDLL.lua_tonumber(L, 6);
                float arg5 = (float)LuaDLL.lua_tonumber(L, 7);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4, arg5);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.Raycast"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
All Usage Examples Of UnityEngine.Collider2D::Raycast