implements IEquatable`1
0x00x0004
Members 1
| Offset | Size | Name | Type | Flags |
|---|---|---|---|---|
| 0x04 | m_Handle | int | Private |
Functions 20
| Signature | Flags | Native | Params |
|---|---|---|---|
| string ToString() | Public+1 flags | 0x08 | |
| int GetHashCode() | Public+1 flags | 0x04 | |
| bool Equals(object other) | Public+1 flags | 0x08 | |
| bool Equals(const PhysicsScene2D& other) | PublicFinal+2 flags | 0x04 | |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction, float distance, int layerMask) | Public | 0x24 | |
| RaycastHit2D Raycast(const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter) | Public | 0x24 | |
| RaycastHit2D Raycast_Internal(const PhysicsScene2D& physicsScene, const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter) | PrivateStatic | 0x24 | |
| int Raycast(const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results) | Public | 0x1C | |
| int RaycastArray_Internal(const PhysicsScene2D& physicsScene, const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter, const RaycastHit2D[]& results) | PrivateStatic | 0x1C | |
| int Raycast(const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results) | Public | 0x1C | |
| int RaycastList_Internal(const PhysicsScene2D& physicsScene, const Vector2& origin, const Vector2& direction, float distance, const ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results) | PrivateStatic | 0x1C | |
| RaycastHit2D GetRayIntersection(const Ray& ray, float distance, int layerMask) | Public | 0x24 | |
| RaycastHit2D GetRayIntersection_Internal(const PhysicsScene2D& physicsScene, const Vector3& origin, const Vector3& direction, float distance, int layerMask) | PrivateStatic | 0x24 | |
| int GetRayIntersection(const Ray& ray, float distance, const RaycastHit2D[]& results, int layerMask) | Public | 0x18 | |
| int GetRayIntersectionArray_Internal(const PhysicsScene2D& physicsScene, const Vector3& origin, const Vector3& direction, float distance, int layerMask, const RaycastHit2D[]& results) | PrivateStatic | 0x0C | |
| void Raycast_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector2& origin, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, ref RaycastHit2D& ret) | PrivateStatic | 0x24 | |
| int RaycastArray_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector2& origin, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, const RaycastHit2D[]& results) | PrivateStatic | 0x1C | |
| int RaycastList_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector2& origin, ref Vector2& direction, float distance, ref ContactFilter2D& contactFilter, List<UnityEngine.RaycastHit2D> results) | PrivateStatic | 0x1C | |
| void GetRayIntersection_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector3& origin, ref Vector3& direction, float distance, int layerMask, ref RaycastHit2D& ret) | PrivateStatic | 0x24 | |
| int GetRayIntersectionArray_Internal_Injected(ref PhysicsScene2D& physicsScene, ref Vector3& origin, ref Vector3& direction, float distance, int layerMask, const RaycastHit2D[]& results) | PrivateStatic | 0x0C |