Class Physics
- Namespace
- AO
- Assembly
- CoreAssembly.dll
Physics is a core engine system to work with the 2D physics system.
public static class Physics
- Inheritance
-
Physics
- Inherited Members
Methods
CircleCast(Vector2, float, Vector2, float, out RaycastHit)
Cast a circle through space and check for collisions.
public static bool CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, out Physics.RaycastHit hit)
Parameters
origin
Vector2Start point of the circle
radius
floatRadius of the circle
direction
Vector2Direction to cast in
distance
floatHow far to cast
hit
Physics.RaycastHitInformation about what was hit
Returns
- bool
If something was hit
CircleCast(Vector2, float, Vector2, float, ref RaycastHit[])
Cast a circle through space and check for collisions.
public static int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ref Physics.RaycastHit[] hits)
Parameters
origin
Vector2Start point of the circle
radius
floatRadius of the circle
direction
Vector2Direction to cast in
distance
floatHow far to cast
hits
RaycastHit[]
Returns
- int
If something was hit
CircleCastWithWhitelist(Vector2, float, Vector2, float, Entity[], Entity[], out RaycastHit)
Cast a circle through space and check for collisions, but only hit entities in the whitelist and ignore entities in the blacklist. A null whitelist means include all entities. An empty whitelist means include no entities. A null or empty blacklist means ignore no entities. If an entity is in both the blacklist and the whitelist the blacklist takes priority, so that entity will be skipped.
public static bool CircleCastWithWhitelist(Vector2 origin, float radius, Vector2 direction, float distance, Entity[] whitelist, Entity[] blacklist, out Physics.RaycastHit hit)
Parameters
origin
Vector2Start point of the circle
radius
floatRadius of the circle
direction
Vector2Direction to cast in
distance
floatHow far to cast
whitelist
Entity[]Which entities to check against
blacklist
Entity[]Which entities to ignore
hit
Physics.RaycastHitInformation about what was hit
Returns
- bool
If something was hit
CircleCastWithWhitelist(Vector2, float, Vector2, float, Entity[], Entity[], ref RaycastHit[])
Cast a circle through space and check for collisions, but only hit entities in the whitelist and ignore entities in the blacklist. A null whitelist means include all entities. An empty whitelist means include no entities. A null or empty blacklist means ignore no entities. If an entity is in both the blacklist and the whitelist the blacklist takes priority, so that entity will be skipped.
public static int CircleCastWithWhitelist(Vector2 origin, float radius, Vector2 direction, float distance, Entity[] whitelist, Entity[] blacklist, ref Physics.RaycastHit[] hits)
Parameters
origin
Vector2Start point of the circle
radius
floatRadius of the circle
direction
Vector2Direction to cast in
distance
floatHow far to cast
whitelist
Entity[]Which entities to check against
blacklist
Entity[]Which entities to ignore
hits
RaycastHit[]
Returns
- int
If something was hit
OverlapCircle(Vector2, float)
Check if there is anything overlapping a circle.
public static bool OverlapCircle(Vector2 origin, float radius)
Parameters
Returns
- bool
If something was hit
OverlapCircle(Vector2, float, ref RaycastHit[])
Check if there is anything overlapping a circle.
public static int OverlapCircle(Vector2 origin, float radius, ref Physics.RaycastHit[] hits)
Parameters
origin
Vector2Center of the circle
radius
floatRadius of the circle
hits
RaycastHit[]
Returns
- int
If something was hit
OverlapCircleWithWhitelist(Vector2, float, Entity[], Entity[])
Check if there is anything overlapping a circle, but only hit entities in the whitelist and ignore entities in the blacklist. A null whitelist means include all entities. An empty whitelist means include no entities. A null or empty blacklist means ignore no entities. If an entity is in both the blacklist and the whitelist the blacklist takes priority, so that entity will be skipped.
public static bool OverlapCircleWithWhitelist(Vector2 origin, float radius, Entity[] whitelist, Entity[] blacklist)
Parameters
origin
Vector2Center of the circle
radius
floatRadius of the circle
whitelist
Entity[]Which entities to check against
blacklist
Entity[]Which entities to ignore
Returns
- bool
If something was hit
OverlapCircleWithWhitelist(Vector2, float, Entity[], Entity[], ref RaycastHit[])
Check if there is anything overlapping a circle, but only hit entities in the whitelist and ignore entities in the blacklist. A null whitelist means include all entities. An empty whitelist means include no entities. A null or empty blacklist means ignore no entities. If an entity is in both the blacklist and the whitelist the blacklist takes priority, so that entity will be skipped.
public static int OverlapCircleWithWhitelist(Vector2 origin, float radius, Entity[] whitelist, Entity[] blacklist, ref Physics.RaycastHit[] hits)
Parameters
origin
Vector2Center of the circle
radius
floatRadius of the circle
whitelist
Entity[]Which entities to check against
blacklist
Entity[]Which entities to ignore
hits
RaycastHit[]
Returns
- int
If something was hit
Raycast(Vector2, Vector2, float, out RaycastHit)
Raycast from origin to origin + direction * distance.
public static bool Raycast(Vector2 origin, Vector2 direction, float distance, out Physics.RaycastHit hit)
Parameters
origin
Vector2Start point of the ray
direction
Vector2Direction of the ray
distance
floatHow far the ray should go
hit
Physics.RaycastHitThe first entity hit
Returns
- bool
If something was hit
Raycast(Vector2, Vector2, float, ref RaycastHit[])
Raycast from origin to origin + direction * distance.
public static int Raycast(Vector2 origin, Vector2 direction, float distance, ref Physics.RaycastHit[] hits)
Parameters
origin
Vector2Start point of the ray
direction
Vector2Direction of the ray
distance
floatHow far the ray should go
hits
RaycastHit[]
Returns
- int
If something was hit
RaycastWithWhitelist(Vector2, Vector2, float, Entity[], Entity[], out RaycastHit)
Raycast from origin to origin + direction * distance, but only hit entities in the whitelist and ignore entities in the blacklist. A null whitelist means include all entities. An empty whitelist means include no entities. A null or empty blacklist means ignore no entities. If an entity is in both the blacklist and the whitelist the blacklist takes priority, so that entity will be skipped.
public static bool RaycastWithWhitelist(Vector2 origin, Vector2 direction, float distance, Entity[] whitelist, Entity[] blacklist, out Physics.RaycastHit hit)
Parameters
origin
Vector2Start point of the ray
direction
Vector2Direction of the ray
distance
floatHow far the ray should go
whitelist
Entity[]Which entities to check against
blacklist
Entity[]Which entities to ignore
hit
Physics.RaycastHitThe first entity hit
Returns
RaycastWithWhitelist(Vector2, Vector2, float, Entity[], Entity[], ref RaycastHit[])
Raycast from origin to origin + direction * distance, but only hit entities in the whitelist and ignore entities in the blacklist. A null whitelist means include all entities. An empty whitelist means include no entities. A null or empty blacklist means ignore no entities. If an entity is in both the blacklist and the whitelist the blacklist takes priority, so that entity will be skipped.
public static int RaycastWithWhitelist(Vector2 origin, Vector2 direction, float distance, Entity[] whitelist, Entity[] blacklist, ref Physics.RaycastHit[] hits)
Parameters
origin
Vector2Start point of the ray
direction
Vector2Direction of the ray
distance
floatHow far the ray should go
whitelist
Entity[]Which entities to check against
blacklist
Entity[]Which entities to ignore
hits
RaycastHit[]