public static RaycastHit2D[] LinecastAll (Vector2 start, Vector2 end, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

Parameters

start@param point Точка в пространстве в мировых координатах.
end@param point Точка в пространстве в мировых координатах.
layerMask@param layerMask Фильтр для обнаружения коллайдеров только на определённых слоях.
minDepth@param minDepth Включает только объекты с координатой Z (глубиной) выше, чем это значение.
maxDepth@param maxDepth Включает только объекты с координатой Z (глубиной) меньше, чем это значение.

Returns

RaycastHit2D[] The cast results returned.

Description

Casts a line against Colliders in the Scene.

BoxCast, концептуально, это как протягивание коробки сквозь сцену в определенном направлении. Любой объект, вступающий в контакт с коробкой, может быть обнаружен и зарегистрирован.

This function is similar to the Linecast function except that all Colliders that are in contact with the line are reported. The line is assumed to run from its start point to its end point; Colliders will be placed in the returned array in order of distance from the start of the line.

Linecasts are useful for determining lines of sight, targets hit by gunfire and for many other purposes in gameplay.

Note that this function will allocate memory for the returned RaycastHit2D array. You can use LinecastNonAlloc to avoid this overhead if you need to make linecasts frequently.

Additionally, this will also detect Collider(s) at the start of the line. In this case the line is starting inside the Collider and doesn't intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the line vector being tested. This can easily be detected because such results are always at a RaycastHit2D fraction of zero.

See Also: LayerMask class, RaycastHit2D class, Linecast, LinecastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.