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Overlap Circle 2D#

Physics 2D / Overlap Circle 2D

  • Can Read

  • Cannot Write

Description#

Returns all 2D colliders that overlap with circle

Parameters#

Name Description
Colliders The center of the circle
Radius The radius of the circle
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 Circle 2D")]
    [Category("Physics 2D/Overlap Circle")]
    
    [Description("Returns all 2D colliders that overlap with circle")]
    [Image(typeof(IconCircleOutline), ColorTheme.Type.Lime, typeof(BadgePhysics))]
    
    [Parameter("Colliders", "The center of the circle")]
    [Parameter("Radius", "The radius of the circle")]
    [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", "Sphere", "Circumference", "Round")]
    
    [Serializable]
    public class TypeCollectionGameObjectsPhysics2DOverlapCircle : TypeCollectionGameObjects
    {
        private static readonly Color GIZMO = new Color(0f, 1f, 0f, 0.25f);
        
        [SerializeField] private GetVector2 m_Point = new GetVector2();
        [SerializeField] private GetNumber m_Radius = new GetNumber(1f);
        
        [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);
            float radius = (float) this.m_Radius.Get(args);
            
            List<Collider2D> colliders = ListPool<Collider2D>.Get();
            int numColliders = Physics2D.OverlapCircle(
                point,
                radius,
                new ContactFilter2D
                {
                    useLayerMask = true,
                    layerMask = this.m_LayerMask,
                    useTriggers = this.m_UseTriggers.Get(args)
                },
                colliders
            );
            
            GizmosManager.Sphere(point, Quaternion.identity, radius, 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 Circle at {this.m_Point} radius {this.m_Radius}";
        }
        
        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
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