ray | 定义要测试的原点和方向的 3D 射线。 |
distance | 投射射线的最大距离。 |
results | 接收结果的列表。 |
layerMask | 用于选择要检测哪个层级的碰撞体的层遮罩过滤器。 |
int 返回的 RaycastHit2D 结果数。
对场景中的 2D 碰撞体投射 3D 射线。
此函数充当 3D "射线投射",但专门设计用于检测 2D 碰撞体。它是通过将 3D 射线投影到 2D 空间,然后执行 2D 交叉测试来实现的,并按原始 3D 射线的 Z 方向对结果进行排序。
ray | 定义要测试的原点和方向的 3D 射线。 |
distance | 投射射线的最大距离。 |
layerMask | 用于选择要检测哪个层级的碰撞体的层遮罩过滤器。 |
RaycastHit2D 射线交叉结果。
对场景中的 2D 碰撞体投射 3D 射线。
此函数充当 3D "射线投射",但专门设计用于检测 2D 碰撞体。它是通过将 3D 射线投影到 2D 空间,然后执行 2D 交叉测试来实现的,并按原始 3D 射线的 Z 方向对结果进行排序。
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