| void Awake() | 3 flags | | 0x00 |
| void OnDrawGizmos() | Private | | 0x00 |
| bool IsPointInsidePolygon(const Vector3& point) | Public | | 0x0C |
| bool IsPointInsideZone(const Vector3& point) | Public | | 0x0C |
| float GetDistanceToClosestPointOnZone(const Vector3& source) | Public | | 0x0C |
| Vector3[] GetPoints() | 1 flags | | 0x08 |
| bool DoBoundsContainPoint(const Vector3& point) | 1 flags | | 0x0C |
| Tuple<UnityEngine.Vector3 GetBoundingPoints() | 1 flags | | 0x08 |
| int CalculateWindingNumber(const Vector2[]& polygon, const Vector2& point) | 1 flags | | 0x08 |
| Vector3 GetClosestPointOnPolygon(const Vector3[]& polyPoints, const Vector3& point) | 1 flags | | 0x0C |
| void .ctor() | Public+1 flags | | 0x00 |
| bool <CalculateWindingNumber>g__IsPointOnSegment|14_0(const Vector2& start, const Vector2& end, const Vector2& point) | Static+1 flags | | 0x08 |
| float <CalculateWindingNumber>g__CrossProduct|14_1(const Vector2& start, const Vector2& end, const Vector2& point) | Static+1 flags | | 0x08 |
| float <CalculateWindingNumber>g__DotProduct|14_2(const Vector2& start, const Vector2& end, const Vector2& point) | Static+1 flags | | 0x08 |
| int <CalculateWindingNumber>g__IsLeft|14_3(const Vector2& start, const Vector2& end, const Vector2& point) | Static+1 flags | | 0x08 |
| Vector3 <GetClosestPointOnPolygon>g__ProjectPointOnLineSegment|15_0(const Vector3& lineStart, const Vector3& lineEnd, const Vector3& point) | Static+1 flags | | 0x0C |