private CircleCastAll ( Vector2 origin, float radius, Vector2 direction, float distance ) : UnityEngine.RaycastHit2D[] | ||
origin | Vector2 | |
radius | float | |
direction | Vector2 | |
distance | float | |
return | UnityEngine.RaycastHit2D[] |
public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, float distance)
{
float positiveInfinity = float.PositiveInfinity;
float negativeInfinity = float.NegativeInfinity;
int layerMask = -5;
return INTERNAL_CALL_CircleCastAll(ref origin, radius, ref direction, distance, layerMask, negativeInfinity, positiveInfinity);
}
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction ) : UnityEngine.RaycastHit2D[] | |
Physics2D::CircleCastAll ( Vector2 origin, float radius, Vector2 direction, [ distance, [ layerMask, [ minDepth, [ maxDepth ) : 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[] |