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Overlap Box 2D#

Physics 2D / Overlap Box 2D

  • Can Read

  • Cannot Write

Description#

Returns all 2D colliders that overlap with a box

Parameters#

Name Description
Point The center point of the box
Size The size (width and height) of the box
Angle The rotation angle of the box in degrees
Layer Mask Filter to check objects only on specified layers
Use Triggers Whether to check for Colliders marked as triggers or not

Code#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Get]
    
    [Title("Overlap Box 2D")]
    [Category("Physics 2D/Overlap Box")]
    
    [Description("Returns all 2D colliders that overlap with a box")]
    [Image(typeof(IconSquareOutline), ColorTheme.Type.Lime, typeof(BadgePhysics))]
    
    [Parameter("Point", "The center point of the box")]
    [Parameter("Size", "The size (width and height) of the box")]
    [Parameter("Angle", "The rotation angle of the box in degrees")]
    [Parameter("Layer Mask", "Filter to check objects only on specified layers")]
    [Parameter("Use Triggers", "Whether to check for Colliders marked as triggers or not")]
    
    [Keywords("Inside", "Box", "Rectangle", "Square")]
    
    [Serializable]
    public class TypeCollectionGameObjectsPhysics2DOverlapBox : TypeCollectionGameObjects
    {
        private static readonly Color GIZMO = new Color(0f, 1f, 0f, 0.25f);
        
        [SerializeField] private GetVector2 m_Point = new GetVector2();
        [SerializeField] private GetVector2 m_Size = new GetVector2();
        [SerializeField] private GetNumber m_Angle = new GetNumber(0f);
        
        [SerializeField] private LayerMask m_LayerMask = Physics2D.DefaultRaycastLayers;
        [SerializeField] private GetBool m_UseTriggers = new GetBool(false);
        
        public override void Get(Args args, List<GameObject> values)
        {
            Vector2 point = this.m_Point.Get(args);
            Vector2 size = this.m_Size.Get(args);
            float angle = (float) this.m_Angle.Get(args);
            
            List<Collider2D> colliders = ListPool<Collider2D>.Get();
            int numColliders = Physics2D.OverlapBox(
                point,
                size,
                angle,
                new ContactFilter2D
                {
                    useLayerMask = true,
                    layerMask = this.m_LayerMask,
                    useTriggers = this.m_UseTriggers.Get(args)
                },
                colliders
            );
            
            GizmosManager.Cube(point, Quaternion.Euler(0f, 0f, angle), size, GIZMO, GizmoMode.Outline, 0.25f);
            
            values.Clear();
            for (int i = 0; i < numColliders; ++i)
            {
                Collider2D collider = colliders[i];
                if (collider != null) values.Add(collider.gameObject);
            }
            
            ListPool<Collider2D>.Release(colliders);
        }

        public override string ToString()
        {
            return $"Overlap Box at {this.m_Point} size {this.m_Size} angle {this.m_Angle}";
        }
        
        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
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