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TSPhysics2D.cs
21 private static object OverlapGeneric(Physics2D.Shape shape, TSVector2 position, Physics2D.BodySpecialSensor sensorType, int layerMask) {
40 return Physics2DWorldManager.instance.GetGameObject(body._specialSensorResults[0]).GetComponent<TSCollider2D>();
44 result[i] = Physics2DWorldManager.instance.GetGameObject(body._specialSensorResults[i]).GetComponent<TSCollider2D>();
55 private static object _OverlapCircle(TSVector2 point, FP radius, Physics2D.BodySpecialSensor sensorType, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
66 public static TSCollider2D OverlapCircle(TSVector2 point, FP radius, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
67 return (TSCollider2D) _OverlapCircle(point, radius, Physics2D.BodySpecialSensor.ActiveOnce, layerMask);
77 public static TSCollider2D[] OverlapCircleAll(TSVector2 point, FP radius, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
78 return (TSCollider2D[]) _OverlapCircle(point, radius, Physics2D.BodySpecialSensor.ActiveAll, layerMask);
88 public static object _OverlapArea(TSVector2 pointA, TSVector2 pointB, Physics2D.BodySpecialSensor sensorType, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
109 public static TSCollider2D OverlapArea(TSVector2 pointA, TSVector2 pointB, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
110 return (TSCollider2D) _OverlapArea(pointA, pointB, Physics2D.BodySpecialSensor.ActiveOnce, layerMask);
120 public static TSCollider2D[] OverlapAreaAll(TSVector2 pointA, TSVector2 pointB, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
121 return (TSCollider2D[]) _OverlapArea(pointA, pointB, Physics2D.BodySpecialSensor.ActiveAll, layerMask);
130 public static TSCollider2D OverlapPoint(TSVector2 point, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
131 return (TSCollider2D)_OverlapCircle(point, POINT_RADIUS, Physics2D.BodySpecialSensor.ActiveOnce, layerMask);
140 public static TSCollider2D[] OverlapPointAll(TSVector2 point, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
141 return (TSCollider2D[])_OverlapCircle(point, POINT_RADIUS, Physics2D.BodySpecialSensor.ActiveAll, layerMask);
144 private static object _OverlapBox(TSVector2 point, TSVector2 size, FP angle, Physics2D.BodySpecialSensor sensorType, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
148 return OverlapGeneric(new Physics2D.PolygonShape(Physics2D.PolygonTools.CreateRectangle(size.x, size.y, point, angle * -1), 1), point, sensorType, layerMask);
159 public static TSCollider2D OverlapBox(TSVector2 point, TSVector2 size, FP angle, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
160 return (TSCollider2D) _OverlapBox(point, size, angle, Physics2D.BodySpecialSensor.ActiveOnce, layerMask);
171 public static TSCollider2D[] OverlapBoxAll(TSVector2 point, TSVector2 size, FP angle, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
172 return (TSCollider2D[]) _OverlapBox(point, size, angle, Physics2D.BodySpecialSensor.ActiveAll, layerMask);
175 private static object _OverlapCapsule(TSVector2 point, TSVector2 size, TSCapsuleDirection2D direction, FP angle, Physics2D.BodySpecialSensor sensorType, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
185 Physics2D.Vertices capVerts = Physics2D.PolygonTools.CreateCapsule(size.y, radius, 8, radius, 8);
201 public static TSCollider2D OverlapCapsule(TSVector2 point, TSVector2 size, TSCapsuleDirection2D direction, FP angle, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
202 return (TSCollider2D) _OverlapCapsule(point, size, direction, angle, Physics2D.BodySpecialSensor.ActiveOnce, layerMask);
214 public static TSCollider2D[] OverlapCapsuleAll(TSVector2 point, TSVector2 size, TSCapsuleDirection2D direction, FP angle, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
215 return (TSCollider2D[]) _OverlapCapsule(point, size, direction, angle, Physics2D.BodySpecialSensor.ActiveAll, layerMask);
218 public static object _CircleCast(TSVector2 origin, FP radius, TSVector2 direction, FP distance, Physics2D.BodySpecialSensor sensorType, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
244 object result = _OverlapCapsule(center, new TSVector2(distance + radius * 2, radius * 2), TSCapsuleDirection2D.HORIZONTAL, -angle, sensorType, layerMask);
269 public static TSRaycastHit2D CircleCast(TSVector2 origin, FP radius, TSVector2 direction, FP distance, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
270 return (TSRaycastHit2D) _CircleCast(origin, radius, direction, distance, Physics2D.BodySpecialSensor.ActiveOnce, layerMask);
282 public static TSRaycastHit2D[] CircleCastAll(TSVector2 origin, FP radius, TSVector2 direction, FP distance, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) {
283 return (TSRaycastHit2D[]) _CircleCast(origin, radius, direction, distance, Physics2D.BodySpecialSensor.ActiveAll, layerMask);
static TSCollider2D OverlapBox(TSVector2 point, TSVector2 size, FP angle, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns the first TSCollider2D within a box area. Returns null if there is none.
Definition: TSPhysics2D.cs:159
static Physics2DWorldManager instance
Public access to a manager instance.
Definition: Physics2DWorldManager.cs:16
static TSRaycastHit2D CircleCast(TSVector2 origin, FP radius, TSVector2 direction, FP distance, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Cast a circle and returns a TSRaycastHit2D with information about the first TSCollider2D found...
Definition: TSPhysics2D.cs:269
static TSCollider2D[] OverlapPointAll(TSVector2 point, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns all TSCollider2D within a small circular area. Returns null if there is none.
Definition: TSPhysics2D.cs:140
static object _OverlapArea(TSVector2 pointA, TSVector2 pointB, Physics2D.BodySpecialSensor sensorType, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns the first TSCollider2D within a rectangular area. Returns null if there is none...
Definition: TSPhysics2D.cs:88
static TSCollider2D OverlapCapsule(TSVector2 point, TSVector2 size, TSCapsuleDirection2D direction, FP angle, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns the first TSCollider2D within a capsule area. Returns null if there is none.
Definition: TSPhysics2D.cs:201
static TSCollider2D OverlapCircle(TSVector2 point, FP radius, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns the first TSCollider2D within a circular area. Returns null if there is none.
Definition: TSPhysics2D.cs:66
Manages the 2D physics simulation.
Definition: Physics2DWorldManager.cs:11
static TSCollider2D[] OverlapAreaAll(TSVector2 pointA, TSVector2 pointB, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns all TSCollider2D within a rectangular area. Returns null if there is none.
Definition: TSPhysics2D.cs:120
static TSCollider2D[] OverlapCapsuleAll(TSVector2 point, TSVector2 size, TSCapsuleDirection2D direction, FP angle, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns all TSCollider2D within a capsule area. Returns null if there is none.
Definition: TSPhysics2D.cs:214
static TSCollider2D[] OverlapBoxAll(TSVector2 point, TSVector2 size, FP angle, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns all TSCollider2D within a box area. Returns null if there is none.
Definition: TSPhysics2D.cs:171
static TSCollider2D OverlapArea(TSVector2 pointA, TSVector2 pointB, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns the first TSCollider2D within a rectangular area. Returns null if there is none...
Definition: TSPhysics2D.cs:109
static TSCollider2D[] OverlapCircleAll(TSVector2 point, FP radius, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns all TSCollider2D within a circular area. Returns null if there is none.
Definition: TSPhysics2D.cs:77
Definition: LayerCollisionMatrix.cs:3
static TSCollider2D OverlapPoint(TSVector2 point, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Returns the first TSCollider2D within a small circular area. Returns null if there is none...
Definition: TSPhysics2D.cs:130
static TSRaycastHit2D[] CircleCastAll(TSVector2 origin, FP radius, TSVector2 direction, FP distance, int layerMask=UnityEngine.Physics.DefaultRaycastLayers)
Cast a circle and returns an array TSRaycastHit2D with information about all TSCollider2D found...
Definition: TSPhysics2D.cs:282
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