Raycast 2D#
Physics 2D / Raycast 2D
Can Read
Cannot Write
Description#
Casts a ray against colliders in the scene and returns all overlapped GameObjects
Parameters#
| Name | Description |
|---|---|
| Point | The starting point of the ray in 2D space |
| Direction | The direction vector of the ray |
| Distance | The maximum distance the ray should 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("Raycast 2D")]
[Category("Physics 2D/Raycast")]
[Description("Casts a ray against colliders in the scene and returns all overlapped GameObjects")]
[Image(typeof(IconLineStartEnd), ColorTheme.Type.Lime, typeof(BadgePhysics))]
[Parameter("Point", "The starting point of the ray in 2D space")]
[Parameter("Direction", "The direction vector of the ray")]
[Parameter("Distance", "The maximum distance the ray should 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("Ray", "Line", "Sight", "Cast")]
[Serializable]
public class TypeCollectionGameObjectsPhysics2DRaycast : TypeCollectionGameObjects
{
private static readonly Color GIZMO = new Color(0f, 1f, 0f, 0.25f);
[SerializeField] private GetVector2 m_Point = new GetVector2();
[SerializeField] private GetVector2 m_Direction = new GetVector2(Vector2.right);
[SerializeField] private GetNumber m_Distance = new GetNumber(100f);
[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 direction = this.m_Direction.Get(args);
float distance = (float) this.m_Distance.Get(args);
List<RaycastHit2D> hits = ListPool<RaycastHit2D>.Get();
int numHits = Physics2D.Raycast(
point,
direction,
new ContactFilter2D
{
useLayerMask = true,
layerMask = this.m_LayerMask,
useTriggers = this.m_UseTriggers.Get(args)
},
hits,
distance
);
Vector2 endPoint = point + direction.normalized * distance;
GizmosManager.Line(point, endPoint, GIZMO, 0.25f);
values.Clear();
for (int i = 0; i < numHits; ++i)
{
Collider2D collider = hits[i].collider;
if (collider != null) values.Add(collider.gameObject);
}
ListPool<RaycastHit2D>.Release(hits);
}
public override string ToString()
{
return $"Raycast from {this.m_Point} direction {this.m_Direction}";
}
protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
}
}