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    Class KaijuAgentsSortDistance3

    Extension methods for sorting objects by their distance to a given position along all three axes. Any Vector2 values will be expanded via the Expand(Vector2) method.

    Inheritance
    System.Object
    KaijuAgentsSortDistance3
    Namespace: KaijuSolutions.Agents.Extensions
    Syntax
    public static class KaijuAgentsSortDistance3

    Methods

    SortDistance3(Component, GameObject[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, GameObject[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    GameObject[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, IEnumerable<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static GameObject[] SortDistance3(this Component position, IEnumerable<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    GameObject[]

    The sorted array.

    SortDistance3(Component, IEnumerable<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Transform[] SortDistance3(this Component position, IEnumerable<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Transform[]

    The sorted array.

    SortDistance3(Component, IEnumerable<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector2[] SortDistance3(this Component position, IEnumerable<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Vector2[]

    The sorted array.

    SortDistance3(Component, IEnumerable<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector3[] SortDistance3(this Component position, IEnumerable<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Vector3[]

    The sorted array.

    SortDistance3(Component, List<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, List<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.List<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, List<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, List<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.List<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, List<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, List<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, List<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, List<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, Transform[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, Transform[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    Transform[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, Vector2[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, Vector2[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    Vector2[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Component, Vector3[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Component position, Vector3[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    Vector3[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, GameObject[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, GameObject[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    GameObject[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, IEnumerable<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static GameObject[] SortDistance3(this GameObject position, IEnumerable<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    GameObject[]

    The sorted array.

    SortDistance3(GameObject, IEnumerable<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Transform[] SortDistance3(this GameObject position, IEnumerable<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Transform[]

    The sorted array.

    SortDistance3(GameObject, IEnumerable<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector2[] SortDistance3(this GameObject position, IEnumerable<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Vector2[]

    The sorted array.

    SortDistance3(GameObject, IEnumerable<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector3[] SortDistance3(this GameObject position, IEnumerable<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Vector3[]

    The sorted array.

    SortDistance3(GameObject, List<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, List<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.List<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, List<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, List<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.List<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, List<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, List<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, List<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, List<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, Transform[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, Transform[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    Transform[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, Vector2[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, Vector2[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    Vector2[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(GameObject, Vector3[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this GameObject position, Vector3[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    Vector3[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, GameObject[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, GameObject[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    GameObject[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, IEnumerable<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static GameObject[] SortDistance3(this Transform position, IEnumerable<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    GameObject[]

    The sorted array.

    SortDistance3(Transform, IEnumerable<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Transform[] SortDistance3(this Transform position, IEnumerable<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Transform[]

    The sorted array.

    SortDistance3(Transform, IEnumerable<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector2[] SortDistance3(this Transform position, IEnumerable<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Vector2[]

    The sorted array.

    SortDistance3(Transform, IEnumerable<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector3[] SortDistance3(this Transform position, IEnumerable<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    Vector3[]

    The sorted array.

    SortDistance3(Transform, List<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, List<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.List<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, List<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, List<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.List<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, List<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, List<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, List<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, List<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, Transform[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, Transform[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    Transform[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, Vector2[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, Vector2[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    Vector2[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Transform, Vector3[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Transform position, Vector3[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    Vector3[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    SortDistance3(Vector2, GameObject[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, GameObject[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    GameObject[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, IEnumerable<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static GameObject[] SortDistance3(this Vector2 position, IEnumerable<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    GameObject[]

    The sorted array.

    SortDistance3(Vector2, IEnumerable<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Transform[] SortDistance3(this Vector2 position, IEnumerable<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    Transform[]

    The sorted array.

    SortDistance3(Vector2, IEnumerable<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector2[] SortDistance3(this Vector2 position, IEnumerable<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    Vector2[]

    The sorted array.

    SortDistance3(Vector2, IEnumerable<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector3[] SortDistance3(this Vector2 position, IEnumerable<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    Vector3[]

    The sorted array.

    SortDistance3(Vector2, List<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, List<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.List<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, List<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, List<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.List<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, List<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, List<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, List<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, List<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, Transform[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, Transform[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    Transform[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, Vector2[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, Vector2[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    Vector2[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector2, Vector3[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector2 position, Vector3[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    Vector3[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, GameObject[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, GameObject[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    GameObject[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, IEnumerable<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static GameObject[] SortDistance3(this Vector3 position, IEnumerable<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    GameObject[]

    The sorted array.

    SortDistance3(Vector3, IEnumerable<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Transform[] SortDistance3(this Vector3 position, IEnumerable<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    Transform[]

    The sorted array.

    SortDistance3(Vector3, IEnumerable<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector2[] SortDistance3(this Vector3 position, IEnumerable<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    Vector2[]

    The sorted array.

    SortDistance3(Vector3, IEnumerable<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static Vector3[] SortDistance3(this Vector3 position, IEnumerable<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    Vector3[]

    The sorted array.

    SortDistance3(Vector3, List<GameObject>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, List<GameObject> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.List<GameObject> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, List<Transform>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, List<Transform> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.List<Transform> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, List<Vector2>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, List<Vector2> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector2> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, List<Vector3>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, List<Vector3> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.List<Vector3> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, Transform[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, Transform[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    Transform[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, Vector2[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, Vector2[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    Vector2[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3(Vector3, Vector3[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3(this Vector3 position, Vector3[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    Vector3[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    SortDistance3<T>(Component, T[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Component position, T[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    T[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Component, IEnumerable<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static T[] SortDistance3<T>(this Component position, IEnumerable<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    T[]

    The sorted array.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Component, List<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Component position, List<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Component position

    The position to sort in relation to.

    System.Collections.Generic.List<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(GameObject, T[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this GameObject position, T[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    T[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(GameObject, IEnumerable<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static T[] SortDistance3<T>(this GameObject position, IEnumerable<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    T[]

    The sorted array.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(GameObject, List<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this GameObject position, List<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    GameObject position

    The position to sort in relation to.

    System.Collections.Generic.List<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Transform, T[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Transform position, T[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    T[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Transform, IEnumerable<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static T[] SortDistance3<T>(this Transform position, IEnumerable<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Returns
    Type Description
    T[]

    The sorted array.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Transform, List<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Transform position, List<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Transform position

    The position to sort in relation to.

    System.Collections.Generic.List<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on. If NULL, the position's forward will be used.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Vector2, T[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Vector2 position, T[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    T[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Vector2, IEnumerable<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static T[] SortDistance3<T>(this Vector2 position, IEnumerable<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    T[]

    The sorted array.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Vector2, List<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Vector2 position, List<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Vector2 position

    The position to sort in relation to.

    System.Collections.Generic.List<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Vector3, T[], Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Vector3 position, T[] targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    T[] targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Vector3, IEnumerable<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position. This version will produce garbage, and it is recommended to use an inplace method instead.

    Declaration
    public static T[] SortDistance3<T>(this Vector3 position, IEnumerable<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.IEnumerable<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Returns
    Type Description
    T[]

    The sorted array.

    Type Parameters
    Name Description
    T

    SortDistance3<T>(Vector3, List<T>, Boolean, Nullable<KaijuAngleSortMode>, Nullable<Vector2>)

    Sort targets from a position.

    Declaration
    public static void SortDistance3<T>(this Vector3 position, List<T> targets, bool farthest = false, KaijuAngleSortMode? mode = null, Vector2? forward = null)
        where T : Component
    Parameters
    Type Name Description
    Vector3 position

    The position to sort in relation to.

    System.Collections.Generic.List<T> targets

    The targets to sort.

    System.Boolean farthest

    If this should sort by farthest items first.

    System.Nullable<KaijuAngleSortMode> mode

    How to break ties based on angle.

    System.Nullable<Vector2> forward

    The forward direction to break ties on.

    Type Parameters
    Name Description
    T
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