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    Class KaijuAgentsSortAngle

    Extension methods for sorting objects by their angle in degrees from a position towards a target around the global Y axis.

    Inheritance
    System.Object
    KaijuAgentsSortAngle
    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
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