UnityEngine.Physics2D.CircleCastAll C# (CSharp) Method

CircleCastAll() private method

private CircleCastAll ( Vector2 origin, float radius, Vector2 direction ) : UnityEngine.RaycastHit2D[]
origin Vector2
radius float
direction Vector2
return UnityEngine.RaycastHit2D[]
        public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction)
        {
            float positiveInfinity = float.PositiveInfinity;
            float negativeInfinity = float.NegativeInfinity;
            int layerMask = -5;
            float distance = float.PositiveInfinity;
            return INTERNAL_CALL_CircleCastAll(ref origin, radius, ref direction, distance, layerMask, negativeInfinity, positiveInfinity);
        }

Same methods

Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : UnityEngine.RaycastHit2D[]
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[]
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask ) : UnityEngine.RaycastHit2D[]
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth ) : UnityEngine.RaycastHit2D[]
Physics2D