Version: 2022.1
public static RaycastHit2D[] BoxCastAll (Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

参数

origin 盒体在 2D 空间中的起点。
size 盒体的大小。
angle 盒体的角度(以度为单位)。
direction 表示盒体方向的矢量。
distance 盒体的最大投射距离。
layerMask 过滤器,用于仅在特定层上检测碰撞体。
minDepth 仅包括 Z 坐标(深度)大于或等于该值的对象。
maxDepth 仅包括 Z 坐标(深度)小于或等于该值的对象。

返回

RaycastHit2D[] 返回的投射数量。

描述

Casts a box against Colliders in the Scene, returning all Colliders that contact with it.

从概念上说,BoxCast 就像朝特定方向拖动一个盒体穿过场景一样。在该过程中,可以检测并报告与盒体接触的任何对象。

This function is similar to the BoxCast function but instead of detecting just the first Collider that is hit, an array of all Colliders along the path of the box is returned. The Colliders in the array are sorted in order of distance from the origin point. The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example).

The returned RaycastHit2D returns both the point and normal of the contact where the box would touch the Collider. It also returns the centroid where the box would be positioned for it to contact at that point.

另请参阅:LayerMask 类、RaycastHit2D 类、BoxCastBoxCastNonAllocDefaultRaycastLayersIgnoreRaycastLayerraycastsHitTriggers