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Class: DewPhysics ​

  • Namespace: Global
  • Assembly: Dew.Core.dll
csharp
public static class DewPhysics

Methods ​

OverlapCircleAllEntities(out ListReturnHandle<Entity>, Vector3, float, CollisionCheckSettings) ​

csharp
public static List<Entity> OverlapCircleAllEntities(out ListReturnHandle<Entity> handle, Vector3 center, float radius, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
centerUnityEngine.Vector3
radiusfloat
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

OverlapCircleAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, IBinaryEntityValidator, Entity, CollisionCheckSettings) ​

csharp
public static List<Entity> OverlapCircleAllEntities(out ListReturnHandle<Entity> handle, Vector3 center, float radius, IBinaryEntityValidator validator, Entity self, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
centerUnityEngine.Vector3
radiusfloat
validatorIBinaryEntityValidator
selfEntity
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

OverlapCircleAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, IEntityValidator, CollisionCheckSettings) ​

csharp
public static List<Entity> OverlapCircleAllEntities(out ListReturnHandle<Entity> handle, Vector3 center, float radius, IEntityValidator validator, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
centerUnityEngine.Vector3
radiusfloat
validatorIEntityValidator
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

OverlapCircleAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, Func&lt;Entity, bool&gt;, CollisionCheckSettings) ​

csharp
public static List<Entity> OverlapCircleAllEntities(out ListReturnHandle<Entity> handle, Vector3 center, float radius, Func<Entity, bool> validator, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
centerUnityEngine.Vector3
radiusfloat
validatorSystem.Func<T, TResult><Entity,bool>
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

SphereCastAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, Vector3, float, CollisionCheckSettings) ​

csharp
public static List<Entity> SphereCastAllEntities(out ListReturnHandle<Entity> handle, Vector3 origin, float radius, Vector3 direction, float maxDistance, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
originUnityEngine.Vector3
radiusfloat
directionUnityEngine.Vector3
maxDistancefloat
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

SphereCastAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, Vector3, float, IBinaryEntityValidator, Entity, CollisionCheckSettings) ​

csharp
public static List<Entity> SphereCastAllEntities(out ListReturnHandle<Entity> handle, Vector3 origin, float radius, Vector3 direction, float maxDistance, IBinaryEntityValidator validator, Entity self, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
originUnityEngine.Vector3
radiusfloat
directionUnityEngine.Vector3
maxDistancefloat
validatorIBinaryEntityValidator
selfEntity
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

SphereCastAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, Vector3, float, IEntityValidator, CollisionCheckSettings) ​

csharp
public static List<Entity> SphereCastAllEntities(out ListReturnHandle<Entity> handle, Vector3 origin, float radius, Vector3 direction, float maxDistance, IEntityValidator validator, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
originUnityEngine.Vector3
radiusfloat
directionUnityEngine.Vector3
maxDistancefloat
validatorIEntityValidator
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

SphereCastAllEntities(out ListReturnHandle&lt;Entity&gt;, Vector3, float, Vector3, float, Func&lt;Entity, bool&gt;, CollisionCheckSettings) ​

csharp
public static List<Entity> SphereCastAllEntities(out ListReturnHandle<Entity> handle, Vector3 origin, float radius, Vector3 direction, float maxDistance, Func<Entity, bool> validator, CollisionCheckSettings settings = default)

Parameters:

NameTypeDescription
handleListReturnHandle&lt;Entity&gt;
originUnityEngine.Vector3
radiusfloat
directionUnityEngine.Vector3
maxDistancefloat
validatorSystem.Func<T, TResult><Entity,bool>
settingsCollisionCheckSettings

Returns: System.Collections.Generic.List&lt;T&gt;&lt;Entity&gt;

TryGetCollidableWithProjectile(Collider2D, out ICollidableWithProjectile) ​

csharp
public static bool TryGetCollidableWithProjectile(Collider2D collider, out ICollidableWithProjectile collidable)

Parameters:

NameTypeDescription
colliderUnityEngine.Collider2D
collidableICollidableWithProjectile

Returns: bool

TryGetEntity(Collider2D, out Entity) ​

csharp
public static bool TryGetEntity(Collider2D collider, out Entity entity)

Parameters:

NameTypeDescription
colliderUnityEngine.Collider2D
entityEntity

Returns: bool

TryGetInteractable(Collider2D, out IInteractable) ​

csharp
public static bool TryGetInteractable(Collider2D collider, out IInteractable interactable)

Parameters:

NameTypeDescription
colliderUnityEngine.Collider2D
interactableIInteractable

Returns: bool

TryGetProxy(Collider2D, out ProxyCollider) ​

csharp
public static bool TryGetProxy(Collider2D collider, out ProxyCollider proxy)

Parameters:

NameTypeDescription
colliderUnityEngine.Collider2D
proxyProxyCollider

Returns: bool

Maintained by the Shape of Dreams Modding Community