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Overlap Point 2D#

Physics 2D / Overlap Point 2D

  • Can Read

  • Cannot Write

Description#

Returns all 2D colliders that overlap with a specific point

Parameters#

Name Description
Point The coordinate point to check
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 Point 2D")]
    [Category("Physics 2D/Overlap Point")]
    
    [Description("Returns all 2D colliders that overlap with a specific point")]
    [Image(typeof(IconVector2), ColorTheme.Type.Lime, typeof(BadgePhysics))]
    
    [Parameter("Point", "The coordinate point to check")]
    [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", "Point", "Position", "Location")]
    
    [Serializable]
    public class TypeCollectionGameObjectsPhysics2DOverlapPoint : TypeCollectionGameObjects
    {
        private static readonly Color GIZMO = new Color(0f, 1f, 0f, 0.25f);
        
        [SerializeField] private GetVector2 m_Point = new GetVector2();
        
        [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);
            
            List<Collider2D> colliders = ListPool<Collider2D>.Get();
            
            int numColliders = Physics2D.OverlapPoint(
                point,
                new ContactFilter2D
                {
                    useLayerMask = true,
                    layerMask = this.m_LayerMask,
                    useTriggers = this.m_UseTriggers.Get(args)
                },
                colliders
            );
            
            GizmosManager.Sphere(point, Quaternion.identity, 0.01f, 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 Point at {this.m_Point}";
        }
        
        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
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