Class KaijuAgentsSortAngle
Extension methods for sorting objects by their angle in degrees from a position towards a target around the global Y axis.
Inheritance
Namespace: KaijuSolutions.Agents.Extensions
Syntax
public static class KaijuAgentsSortAngle
Methods
SortAngle(Component, Component, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Component position, Component forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Component, Component, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Component position, Component forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Component, Component, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Component position, Component forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Component, Component, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Component position, Component forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Component, Component, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Component, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Component forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Component position, GameObject forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Component, GameObject, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Component position, GameObject forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Component, GameObject, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Component position, GameObject forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Component, GameObject, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Component position, GameObject forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Component, GameObject, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Component position, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Component, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Component position, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Component, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Component position, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Component, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Component position, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Component, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Component position, Transform forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Component, Transform, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Component position, Transform forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Component, Transform, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Component position, Transform forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Component, Transform, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Component position, Transform forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Component, Transform, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Component position, Vector2 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Component, Vector2, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Component position, Vector2 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Component, Vector2, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Component position, Vector2 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Component, Vector2, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Component position, Vector2 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Component, Vector2, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Component position, Vector3 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Component, Vector3, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Component position, Vector3 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Component, Vector3, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Component position, Vector3 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Component, Vector3, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Component position, Vector3 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Component, Vector3, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Component, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Component position, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this GameObject position, Component forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(GameObject, Component, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this GameObject position, Component forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(GameObject, Component, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this GameObject position, Component forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(GameObject, Component, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this GameObject position, Component forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(GameObject, Component, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Component, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Component forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this GameObject position, GameObject forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(GameObject, GameObject, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this GameObject position, GameObject forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(GameObject, GameObject, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this GameObject position, GameObject forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(GameObject, GameObject, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this GameObject position, GameObject forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(GameObject, GameObject, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this GameObject position, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(GameObject, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this GameObject position, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(GameObject, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this GameObject position, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(GameObject, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this GameObject position, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(GameObject, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this GameObject position, Transform forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(GameObject, Transform, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this GameObject position, Transform forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(GameObject, Transform, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this GameObject position, Transform forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(GameObject, Transform, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this GameObject position, Transform forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(GameObject, Transform, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this GameObject position, Vector2 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(GameObject, Vector2, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this GameObject position, Vector2 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(GameObject, Vector2, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this GameObject position, Vector2 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(GameObject, Vector2, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this GameObject position, Vector2 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(GameObject, Vector2, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this GameObject position, Vector3 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(GameObject, Vector3, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this GameObject position, Vector3 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(GameObject, Vector3, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this GameObject position, Vector3 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(GameObject, Vector3, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this GameObject position, Vector3 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(GameObject, Vector3, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(GameObject, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this GameObject position, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Transform position, Component forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Transform, Component, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Transform position, Component forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Transform, Component, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Transform position, Component forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Transform, Component, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Transform position, Component forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Transform, Component, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Component, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Component forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Transform position, GameObject forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Transform, GameObject, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Transform position, GameObject forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Transform, GameObject, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Transform position, GameObject forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Transform, GameObject, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Transform position, GameObject forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Transform, GameObject, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Transform position, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Transform, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Transform position, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Transform, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Transform position, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Transform, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Transform position, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Transform, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Transform position, Transform forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Transform, Transform, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Transform position, Transform forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Transform, Transform, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Transform position, Transform forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Transform, Transform, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Transform position, Transform forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Transform, Transform, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Transform position, Vector2 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Transform, Vector2, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Transform position, Vector2 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Transform, Vector2, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Transform position, Vector2 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Transform, Vector2, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Transform position, Vector2 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Transform, Vector2, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Transform position, Vector3 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Transform, Vector3, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Transform position, Vector3 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Transform, Vector3, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Transform position, Vector3 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Transform, Vector3, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Transform position, Vector3 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Transform, Vector3, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Transform, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Transform position, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector2 position, Component forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector2, Component, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector2 position, Component forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector2, Component, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector2 position, Component forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector2, Component, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector2 position, Component forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector2, Component, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Component, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Component forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector2 position, GameObject forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector2, GameObject, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector2 position, GameObject forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector2, GameObject, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector2 position, GameObject forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector2, GameObject, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector2 position, GameObject forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector2, GameObject, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, GameObject, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, GameObject forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector2 position, Transform forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector2, Transform, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector2 position, Transform forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector2, Transform, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector2 position, Transform forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector2, Transform, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector2 position, Transform forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector2, Transform, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Transform, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Transform forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector2 position, Vector2 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector2, Vector2, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector2 position, Vector2 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector2, Vector2, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector2 position, Vector2 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector2, Vector2, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector2 position, Vector2 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector2, Vector2, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector2, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector2 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector2 position, Vector3 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector2, Vector3, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector2 position, Vector3 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector2, Vector3, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector2 position, Vector3 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector2, Vector3, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector2 position, Vector3 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector2, Vector3, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector2, Vector3, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector2 position, Vector3 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector3 position, Component forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector3, Component, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector3 position, Component forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector3, Component, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector3 position, Component forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector3, Component, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector3 position, Component forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector3, Component, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Component, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Component forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector3 position, GameObject forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector3, GameObject, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector3 position, GameObject forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector3, GameObject, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector3 position, GameObject forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector3, GameObject, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector3 position, GameObject forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector3, GameObject, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, GameObject, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, GameObject forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector3 position, Transform forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector3, Transform, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector3 position, Transform forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector3, Transform, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector3 position, Transform forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector3, Transform, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector3 position, Transform forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector3, Transform, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Transform, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Transform forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector3 position, Vector2 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector3, Vector2, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector3 position, Vector2 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector3, Vector2, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector3 position, Vector2 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector3, Vector2, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector3 position, Vector2 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector3, Vector2, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector2, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector2 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, GameObject[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, GameObject[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| GameObject[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, IEnumerable<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static GameObject[] SortAngle(this Vector3 position, Vector3 forward, IEnumerable<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| GameObject[] |
SortAngle(Vector3, Vector3, IEnumerable<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Transform[] SortAngle(this Vector3 position, Vector3 forward, IEnumerable<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Transform[] |
SortAngle(Vector3, Vector3, IEnumerable<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector2[] SortAngle(this Vector3 position, Vector3 forward, IEnumerable<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector2[] |
SortAngle(Vector3, Vector3, IEnumerable<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static Vector3[] SortAngle(this Vector3 position, Vector3 forward, IEnumerable<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| Vector3[] |
SortAngle(Vector3, Vector3, List<GameObject>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, List<GameObject> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<GameObject> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, List<Transform>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, List<Transform> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Transform> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, List<Vector2>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, List<Vector2> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector2> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, List<Vector3>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, List<Vector3> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<Vector3> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, Transform[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, Transform[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Transform[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, Vector2[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, Vector2[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector2[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle(Vector3, Vector3, Vector3[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle(this Vector3 position, Vector3 forward, Vector3[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| Vector3[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
SortAngle<T>(Component, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Component, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Component forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Component, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Component position, Component forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Component, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Component forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, GameObject, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, GameObject forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, GameObject, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Component position, GameObject forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, GameObject, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, GameObject forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Component position, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Transform, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Transform forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Transform, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Component position, Transform forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Transform, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Transform forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Vector2, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Vector2 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Vector2, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Component position, Vector2 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Vector2, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Vector2 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Vector3, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Vector3 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Vector3, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Component position, Vector3 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Component, Vector3, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Component position, Vector3 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Component | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Component, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Component forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Component, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this GameObject position, Component forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Component, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Component forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, GameObject, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, GameObject forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, GameObject, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this GameObject position, GameObject forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, GameObject, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, GameObject forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this GameObject position, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Transform, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Transform forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Transform, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this GameObject position, Transform forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Transform, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Transform forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Vector2, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Vector2 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Vector2, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this GameObject position, Vector2 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Vector2, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Vector2 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Vector3, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Vector3 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Vector3, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this GameObject position, Vector3 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(GameObject, Vector3, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this GameObject position, Vector3 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Component, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Component forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Component, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Transform position, Component forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Component, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Component forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, GameObject, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, GameObject forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, GameObject, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Transform position, GameObject forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, GameObject, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, GameObject forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Transform position, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against in the direction of this forward vector. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Transform, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Transform forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Transform, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Transform position, Transform forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Transform, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Transform forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Vector2, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Vector2 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Vector2, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Transform position, Vector2 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Vector2, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Vector2 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Vector3, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Vector3 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Vector3, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Transform position, Vector3 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Transform, Vector3, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Transform position, Vector3 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Component, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Component forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Component, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector2 position, Component forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Component, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Component forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, GameObject, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, GameObject forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, GameObject, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector2 position, GameObject forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, GameObject, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, GameObject forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Transform, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Transform forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Transform, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector2 position, Transform forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Transform, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Transform forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Vector2, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Vector2 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Vector2, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector2 position, Vector2 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Vector2, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Vector2 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Vector3, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Vector3 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Vector3, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector2 position, Vector3 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector2, Vector3, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector2 position, Vector3 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Component, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Component forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Component, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector3 position, Component forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Component, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Component forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Component | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, GameObject, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, GameObject forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, GameObject, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector3 position, GameObject forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, GameObject, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, GameObject forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| GameObject | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Transform, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Transform forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Transform, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector3 position, Transform forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Transform, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Transform forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Transform | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Vector2, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Vector2 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Vector2, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector3 position, Vector2 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Vector2, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Vector2 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector2 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Vector3, T[], KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Vector3 forward, T[] targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| T[] | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Vector3, IEnumerable<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static T[] SortAngle<T>(this Vector3 position, Vector3 forward, IEnumerable<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.IEnumerable<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Returns
| Type | Description |
|---|---|
| T[] |
Type Parameters
| Name | Description |
|---|---|
| T |
SortAngle<T>(Vector3, Vector3, List<T>, KaijuAngleSortMode, Nullable<Boolean>)
Sort from the position.
Declaration
public static void SortAngle<T>(this Vector3 position, Vector3 forward, List<T> targets, KaijuAngleSortMode mode = KaijuAngleSortMode.Magnitude, bool? farthest = null)
where T : Component
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | The position to compare against. |
| Vector3 | forward | The forward direction to compare with. |
| System.Collections.Generic.List<T> | targets | The targets to sort. |
| KaijuAngleSortMode | mode | How to handle sorting. |
| System.Nullable<System.Boolean> | farthest | How to handle breaking ties by distance. NULL means no tie breaking, false for nearest distance, and true for farthest distance. |
Type Parameters
| Name | Description |
|---|---|
| T |