public int Cast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("true")] bool ignoreSiblingColliders)
{
ContactFilter2D contactFilter = default(ContactFilter2D);
contactFilter.useTriggers = Physics2D.queriesHitTriggers;
contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(base.gameObject.layer));
return(this.Internal_Cast(direction, contactFilter, distance, ignoreSiblingColliders, results));
}