Class KaijuAgentsHasSight
Extension methods to see if there is a direct line of sight between two positions across all axes. Any Vector2 values will be expanded via the Expand(Vector2) method.
Inheritance
Namespace: KaijuSolutions.Agents.Extensions
Syntax
public static class KaijuAgentsHasSight
Methods
HasSight(Component, Component, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Component position, Component target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Component, Component, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Component position, Component target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Component, GameObject, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Component position, GameObject target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Component, GameObject, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Component position, GameObject target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Component, Transform, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Component position, Transform target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Component, Transform, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Component position, Transform target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Component, Vector2, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Component position, Vector2 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Component, Vector2, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Component position, Vector2 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Component, Vector3, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Component position, Vector3 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Component, Vector3, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Component position, Vector3 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(GameObject, Component, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this GameObject position, Component target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(GameObject, Component, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this GameObject position, Component target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(GameObject, GameObject, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this GameObject position, GameObject target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(GameObject, GameObject, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this GameObject position, GameObject target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(GameObject, Transform, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this GameObject position, Transform target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(GameObject, Transform, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this GameObject position, Transform target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(GameObject, Vector2, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this GameObject position, Vector2 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(GameObject, Vector2, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this GameObject position, Vector2 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(GameObject, Vector3, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this GameObject position, Vector3 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(GameObject, Vector3, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this GameObject position, Vector3 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Transform, Component, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Transform position, Component target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Transform, Component, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Transform position, Component target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Transform, GameObject, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Transform position, GameObject target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Transform, GameObject, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Transform position, GameObject target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Transform, Transform, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Transform position, Transform target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Transform, Transform, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Transform position, Transform target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Transform, Vector2, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Transform position, Vector2 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Transform, Vector2, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Transform position, Vector2 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Transform, Vector3, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Transform position, Vector3 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Transform, Vector3, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Transform position, Vector3 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Vector2, Component, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector2 position, Component target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector2, Component, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector2 position, Component target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector2, GameObject, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector2 position, GameObject target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector2, GameObject, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector2 position, GameObject target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector2, Transform, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector2 position, Transform target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector2, Transform, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector2 position, Transform target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector2, Vector2, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Vector2 position, Vector2 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Vector2, Vector2, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Vector2 position, Vector2 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Vector2, Vector3, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Vector2 position, Vector3 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Vector2, Vector3, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Vector2 position, Vector3 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Vector3, Component, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector3 position, Component target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector3, Component, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector3 position, Component target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Component | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector3, GameObject, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector3 position, GameObject target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector3, GameObject, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector3 position, GameObject target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| GameObject | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector3, Transform, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector3 position, Transform target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector3, Transform, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target.
Declaration
public static bool HasSight(this Vector3 position, Transform target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Transform | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position, or the hit during the line of sight check was the target. |
HasSight(Vector3, Vector2, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Vector3 position, Vector2 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Vector3, Vector2, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Vector3 position, Vector2 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Vector2 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |
HasSight(Vector3, Vector3, out RaycastHit, Int32, QueryTriggerInteraction)
If there is a direct line of sight from a starting position to an end position.
Declaration
public static bool HasSight(this Vector3 position, Vector3 target, out RaycastHit hit, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight from a starting position to an end position. |
HasSight(Vector3, Vector3, out RaycastHit, Single, Int32, QueryTriggerInteraction)
If there is a direct line of sight with a given radius from a starting position to an end position.
Declaration
public static bool HasSight(this Vector3 position, Vector3 target, out RaycastHit hit, float radius, int mask = -5, QueryTriggerInteraction triggers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The starting position of the line of sight. |
| Vector3 | target | The ending position of the line of sight. |
| RaycastHit | hit | The hit information from the line of sight check. |
| System.Single | radius | How wide of a sphere to cast. |
| System.Int32 | mask | The optional layer mask. |
| QueryTriggerInteraction | triggers | How the check should handle hitting triggers. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If there is a direct line of sight with a given radius from a starting position to an end position. |