Nez.Portable/ECS/Components/Physics/Colliders/Collider.cs
/// <summary>
/// checks to see if this Collider collides with any other Colliders in the Scene. The first Collider it intersects will have its collision
/// data returned in the CollisionResult.
/// </summary>
/// <returns><c>true</c>, if with was collidesed, <c>false</c> otherwise.</returns>
/// <param name="result">Result.</param>
checks to see if this Collider collides with any other Colliders in the Scene. The first Collider it intersects will have its collision
data returned in the CollisionResult.
checks to see if this Collider collides with any other Colliders in the Scene . The first Collider it intersects will have its collision data returned in the CollisionResult .
public bool collidesWithAny(out CollisionResult result)
        {
            result = new CollisionResult();
            var neighbors = Physics.boxcastBroadphaseExcludingSelf(this, collidesWithLayers);
            foreach (var neighbor in neighbors)
            {
                if (neighbor.isTrigger)
                    continue;
                if (collidesWith(neighbor, out result))
                    return true;
            }
            return false;
        }
public bool collidesWithAny ( out CollisionResult result ) { result = new CollisionResult ( ) ; var neighbors = Physics . boxcastBroadphaseExcludingSelf ( this , collidesWithLayers ) ; foreach ( var neighbor in neighbors ) { if ( neighbor . isTrigger ) continue ; if ( collidesWith ( neighbor , out result ) ) return true ; } return false ; }
checks to see if this Collider collides with any other Colliders in the Scene.
checks to see if this Collider collides with any other Colliders in the Scene .
// fetch anything that we might collide with at our new position // skip triggers
None
CollisionResult
out
result
None