2023-04-24 15:49:03 +02:00

700 lines
26 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Pathfinding.Util;
using Pathfinding.Serialization;
namespace Pathfinding {
/// <summary>
/// Exposes internal methods for graphs.
/// This is used to hide methods that should not be used by any user code
/// but still have to be 'public' or 'internal' (which is pretty much the same as 'public'
/// as this library is distributed with source code).
///
/// Hiding the internal methods cleans up the documentation and IntelliSense suggestions.
/// </summary>
public interface IGraphInternals {
string SerializedEditorSettings { get; set; }
void OnDestroy();
void DestroyAllNodes();
IEnumerable<Progress> ScanInternal();
void SerializeExtraInfo(GraphSerializationContext ctx);
void DeserializeExtraInfo(GraphSerializationContext ctx);
void PostDeserialization(GraphSerializationContext ctx);
void DeserializeSettingsCompatibility(GraphSerializationContext ctx);
}
/// <summary>Base class for all graphs</summary>
public abstract class NavGraph : IGraphInternals {
/// <summary>Reference to the AstarPath object in the scene</summary>
public AstarPath active;
/// <summary>
/// Used as an ID of the graph, considered to be unique.
/// Note: This is Pathfinding.Util.Guid not System.Guid. A replacement for System.Guid was coded for better compatibility with iOS
/// </summary>
[JsonMember]
public Guid guid;
/// <summary>Default penalty to apply to all nodes</summary>
[JsonMember]
public uint initialPenalty;
/// <summary>Is the graph open in the editor</summary>
[JsonMember]
public bool open;
/// <summary>Index of the graph, used for identification purposes</summary>
public uint graphIndex;
/// <summary>
/// Name of the graph.
/// Can be set in the unity editor
/// </summary>
[JsonMember]
public string name;
/// <summary>
/// Enable to draw gizmos in the Unity scene view.
/// In the inspector this value corresponds to the state of
/// the 'eye' icon in the top left corner of every graph inspector.
/// </summary>
[JsonMember]
public bool drawGizmos = true;
/// <summary>
/// Used in the editor to check if the info screen is open.
/// Should be inside UNITY_EDITOR only \<see cref="ifs"/> but just in case anyone tries to serialize a NavGraph instance using Unity, I have left it like this as it would otherwise cause a crash when building.
/// Version 3.0.8.1 was released because of this bug only
/// </summary>
[JsonMember]
public bool infoScreenOpen;
/// <summary>Used in the Unity editor to store serialized settings for graph inspectors</summary>
[JsonMember]
string serializedEditorSettings;
/// <summary>True if the graph exists, false if it has been destroyed</summary>
internal bool exists { get { return active != null; } }
/// <summary>
/// Number of nodes in the graph.
/// Note that this is, unless the graph type has overriden it, an O(n) operation.
///
/// This is an O(1) operation for grid graphs and point graphs.
/// For layered grid graphs it is an O(n) operation.
/// </summary>
public virtual int CountNodes () {
int count = 0;
GetNodes(node => count++);
return count;
}
/// <summary>Calls a delegate with all nodes in the graph until the delegate returns false</summary>
public void GetNodes (System.Func<GraphNode, bool> action) {
bool cont = true;
GetNodes(node => {
if (cont) cont &= action(node);
});
}
/// <summary>
/// Calls a delegate with all nodes in the graph.
/// This is the primary way of iterating through all nodes in a graph.
///
/// Do not change the graph structure inside the delegate.
///
/// <code>
/// var gg = AstarPath.active.data.gridGraph;
///
/// gg.GetNodes(node => {
/// // Here is a node
/// Debug.Log("I found a node at position " + (Vector3)node.position);
/// });
/// </code>
///
/// If you want to store all nodes in a list you can do this
///
/// <code>
/// var gg = AstarPath.active.data.gridGraph;
///
/// List<GraphNode> nodes = new List<GraphNode>();
///
/// gg.GetNodes((System.Action<GraphNode>)nodes.Add);
/// </code>
///
/// See: <see cref="Pathfinding.AstarData.GetNodes"/>
/// </summary>
public abstract void GetNodes(System.Action<GraphNode> action);
/// <summary>
/// A matrix for translating/rotating/scaling the graph.
/// Deprecated: Use the transform field (only available on some graph types) instead
/// </summary>
[System.Obsolete("Use the transform field (only available on some graph types) instead", true)]
public Matrix4x4 matrix = Matrix4x4.identity;
/// <summary>
/// Inverse of matrix.
/// Deprecated: Use the transform field (only available on some graph types) instead
/// </summary>
[System.Obsolete("Use the transform field (only available on some graph types) instead", true)]
public Matrix4x4 inverseMatrix = Matrix4x4.identity;
/// <summary>
/// Use to set both matrix and inverseMatrix at the same time.
/// Deprecated: Use the transform field (only available on some graph types) instead
/// </summary>
[System.Obsolete("Use the transform field (only available on some graph types) instead", true)]
public void SetMatrix (Matrix4x4 m) {
matrix = m;
inverseMatrix = m.inverse;
}
/// <summary>
/// Moves nodes in this graph.
/// Deprecated: Use RelocateNodes(Matrix4x4) instead.
/// To keep the same behavior you can call RelocateNodes(newMatrix * oldMatrix.inverse).
/// </summary>
[System.Obsolete("Use RelocateNodes(Matrix4x4) instead. To keep the same behavior you can call RelocateNodes(newMatrix * oldMatrix.inverse).")]
public void RelocateNodes (Matrix4x4 oldMatrix, Matrix4x4 newMatrix) {
RelocateNodes(newMatrix * oldMatrix.inverse);
}
/// <summary>
/// Moves the nodes in this graph.
/// Multiplies all node positions by deltaMatrix.
///
/// For example if you want to move all your nodes in e.g a point graph 10 units along the X axis from the initial position
/// <code>
/// var graph = AstarPath.data.pointGraph;
/// var m = Matrix4x4.TRS (new Vector3(10,0,0), Quaternion.identity, Vector3.one);
/// graph.RelocateNodes (m);
/// </code>
///
/// Note: For grid graphs, navmesh graphs and recast graphs it is recommended to
/// use their custom overloads of the RelocateNodes method which take parameters
/// for e.g center and nodeSize (and additional parameters) instead since
/// they are both easier to use and are less likely to mess up pathfinding.
///
/// Warning: This method is lossy for PointGraphs, so calling it many times may
/// cause node positions to lose precision. For example if you set the scale
/// to 0 in one call then all nodes will be scaled/moved to the same point and
/// you will not be able to recover their original positions. The same thing
/// happens for other - less extreme - values as well, but to a lesser degree.
/// </summary>
public virtual void RelocateNodes (Matrix4x4 deltaMatrix) {
GetNodes(node => node.position = ((Int3)deltaMatrix.MultiplyPoint((Vector3)node.position)));
}
/// <summary>
/// Returns the nearest node to a position.
/// See: Pathfinding.NNConstraint.None
/// </summary>
/// <param name="position">The position to try to find a close node to</param>
public NNInfoInternal GetNearest (Vector3 position) {
return GetNearest(position, NNConstraint.None);
}
/// <summary>Returns the nearest node to a position using the specified NNConstraint.</summary>
/// <param name="position">The position to try to find a close node to</param>
/// <param name="constraint">Can for example tell the function to try to return a walkable node. If you do not get a good node back, consider calling GetNearestForce.</param>
public NNInfoInternal GetNearest (Vector3 position, NNConstraint constraint) {
return GetNearest(position, constraint, null);
}
/// <summary>Returns the nearest node to a position using the specified NNConstraint.</summary>
/// <param name="position">The position to try to find a close node to</param>
/// <param name="hint">Can be passed to enable some graph generators to find the nearest node faster.</param>
/// <param name="constraint">Can for example tell the function to try to return a walkable node. If you do not get a good node back, consider calling GetNearestForce.</param>
public virtual NNInfoInternal GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) {
// This is a default implementation and it is pretty slow
// Graphs usually override this to provide faster and more specialised implementations
float maxDistSqr = constraint == null || constraint.constrainDistance ? AstarPath.active.maxNearestNodeDistanceSqr : float.PositiveInfinity;
float minDist = float.PositiveInfinity;
GraphNode minNode = null;
float minConstDist = float.PositiveInfinity;
GraphNode minConstNode = null;
// Loop through all nodes and find the closest suitable node
GetNodes(node => {
float dist = (position-(Vector3)node.position).sqrMagnitude;
if (dist < minDist) {
minDist = dist;
minNode = node;
}
if (dist < minConstDist && dist < maxDistSqr && (constraint == null || constraint.Suitable(node))) {
minConstDist = dist;
minConstNode = node;
}
});
var nnInfo = new NNInfoInternal(minNode);
nnInfo.constrainedNode = minConstNode;
if (minConstNode != null) {
nnInfo.constClampedPosition = (Vector3)minConstNode.position;
} else if (minNode != null) {
nnInfo.constrainedNode = minNode;
nnInfo.constClampedPosition = (Vector3)minNode.position;
}
return nnInfo;
}
/// <summary>
/// Returns the nearest node to a position using the specified \link Pathfinding.NNConstraint constraint \endlink.
/// Returns: an NNInfo. This method will only return an empty NNInfo if there are no nodes which comply with the specified constraint.
/// </summary>
public virtual NNInfoInternal GetNearestForce (Vector3 position, NNConstraint constraint) {
return GetNearest(position, constraint);
}
/// <summary>
/// Function for cleaning up references.
/// This will be called on the same time as OnDisable on the gameObject which the AstarPath script is attached to (remember, not in the editor).
/// Use for any cleanup code such as cleaning up static variables which otherwise might prevent resources from being collected.
/// Use by creating a function overriding this one in a graph class, but always call base.OnDestroy () in that function.
/// All nodes should be destroyed in this function otherwise a memory leak will arise.
/// </summary>
protected virtual void OnDestroy () {
DestroyAllNodes();
}
/// <summary>
/// Destroys all nodes in the graph.
/// Warning: This is an internal method. Unless you have a very good reason, you should probably not call it.
/// </summary>
protected virtual void DestroyAllNodes () {
GetNodes(node => node.Destroy());
}
/// <summary>
/// Scan the graph.
/// Deprecated: Use AstarPath.Scan() instead
/// </summary>
[System.Obsolete("Use AstarPath.Scan instead")]
public void ScanGraph () {
Scan();
}
/// <summary>
/// Scan the graph.
///
/// Consider using AstarPath.Scan() instead since this function only scans this graph and if you are using multiple graphs
/// with connections between them, then it is better to scan all graphs at once.
/// </summary>
public void Scan () {
active.Scan(this);
}
/// <summary>
/// Internal method to scan the graph.
/// Called from AstarPath.ScanAsync.
/// Override this function to implement custom scanning logic.
/// Progress objects can be yielded to show progress info in the editor and to split up processing
/// over several frames when using async scanning.
/// </summary>
protected abstract IEnumerable<Progress> ScanInternal();
/// <summary>
/// Serializes graph type specific node data.
/// This function can be overriden to serialize extra node information (or graph information for that matter)
/// which cannot be serialized using the standard serialization.
/// Serialize the data in any way you want and return a byte array.
/// When loading, the exact same byte array will be passed to the DeserializeExtraInfo function.\n
/// These functions will only be called if node serialization is enabled.\n
/// </summary>
protected virtual void SerializeExtraInfo (GraphSerializationContext ctx) {
}
/// <summary>
/// Deserializes graph type specific node data.
/// See: SerializeExtraInfo
/// </summary>
protected virtual void DeserializeExtraInfo (GraphSerializationContext ctx) {
}
/// <summary>
/// Called after all deserialization has been done for all graphs.
/// Can be used to set up more graph data which is not serialized
/// </summary>
protected virtual void PostDeserialization (GraphSerializationContext ctx) {
}
/// <summary>
/// An old format for serializing settings.
/// Deprecated: This is deprecated now, but the deserialization code is kept to
/// avoid loosing data when upgrading from older versions.
/// </summary>
protected virtual void DeserializeSettingsCompatibility (GraphSerializationContext ctx) {
guid = new Guid(ctx.reader.ReadBytes(16));
initialPenalty = ctx.reader.ReadUInt32();
open = ctx.reader.ReadBoolean();
name = ctx.reader.ReadString();
drawGizmos = ctx.reader.ReadBoolean();
infoScreenOpen = ctx.reader.ReadBoolean();
}
/// <summary>Draw gizmos for the graph</summary>
public virtual void OnDrawGizmos (RetainedGizmos gizmos, bool drawNodes) {
if (!drawNodes) {
return;
}
// This is a relatively slow default implementation.
// subclasses of the base graph class may override
// this method to draw gizmos in a more optimized way
var hasher = new RetainedGizmos.Hasher(active);
GetNodes(node => hasher.HashNode(node));
// Update the gizmo mesh if necessary
if (!gizmos.Draw(hasher)) {
using (var helper = gizmos.GetGizmoHelper(active, hasher)) {
GetNodes((System.Action<GraphNode>)helper.DrawConnections);
}
}
if (active.showUnwalkableNodes) DrawUnwalkableNodes(active.unwalkableNodeDebugSize);
}
protected void DrawUnwalkableNodes (float size) {
Gizmos.color = AstarColor.UnwalkableNode;
GetNodes(node => {
if (!node.Walkable) Gizmos.DrawCube((Vector3)node.position, Vector3.one*size);
});
}
#region IGraphInternals implementation
string IGraphInternals.SerializedEditorSettings { get { return serializedEditorSettings; } set { serializedEditorSettings = value; } }
void IGraphInternals.OnDestroy () { OnDestroy(); }
void IGraphInternals.DestroyAllNodes () { DestroyAllNodes(); }
IEnumerable<Progress> IGraphInternals.ScanInternal () { return ScanInternal(); }
void IGraphInternals.SerializeExtraInfo (GraphSerializationContext ctx) { SerializeExtraInfo(ctx); }
void IGraphInternals.DeserializeExtraInfo (GraphSerializationContext ctx) { DeserializeExtraInfo(ctx); }
void IGraphInternals.PostDeserialization (GraphSerializationContext ctx) { PostDeserialization(ctx); }
void IGraphInternals.DeserializeSettingsCompatibility (GraphSerializationContext ctx) { DeserializeSettingsCompatibility(ctx); }
#endregion
}
/// <summary>
/// Handles collision checking for graphs.
/// Mostly used by grid based graphs
/// </summary>
[System.Serializable]
public class GraphCollision {
/// <summary>
/// Collision shape to use.
/// See: <see cref="Pathfinding.ColliderType"/>
/// </summary>
public ColliderType type = ColliderType.Capsule;
/// <summary>
/// Diameter of capsule or sphere when checking for collision.
/// When checking for collisions the system will check if any colliders
/// overlap a specific shape at the node's position. The shape is determined
/// by the <see cref="type"/> field.
///
/// A diameter of 1 means that the shape has a diameter equal to the node's width,
/// or in other words it is equal to \link Pathfinding.GridGraph.nodeSize nodeSize \endlink.
///
/// If <see cref="type"/> is set to Ray, this does not affect anything.
///
/// [Open online documentation to see images]
/// </summary>
public float diameter = 1F;
/// <summary>
/// Height of capsule or length of ray when checking for collision.
/// If <see cref="type"/> is set to Sphere, this does not affect anything.
///
/// [Open online documentation to see images]
///
/// Warning: In contrast to Unity's capsule collider and character controller this height does not include the end spheres of the capsule, but only the cylinder part.
/// This is mostly for historical reasons.
/// </summary>
public float height = 2F;
/// <summary>
/// Height above the ground that collision checks should be done.
/// For example, if the ground was found at y=0, collisionOffset = 2
/// type = Capsule and height = 3 then the physics system
/// will be queried to see if there are any colliders in a capsule
/// for which the bottom sphere that is made up of is centered at y=2
/// and the top sphere has its center at y=2+3=5.
///
/// If type = Sphere then the sphere's center would be at y=2 in this case.
/// </summary>
public float collisionOffset;
/// <summary>
/// Direction of the ray when checking for collision.
/// If <see cref="type"/> is not Ray, this does not affect anything
/// </summary>
public RayDirection rayDirection = RayDirection.Both;
/// <summary>Layers to be treated as obstacles.</summary>
public LayerMask mask;
/// <summary>Layers to be included in the height check.</summary>
public LayerMask heightMask = -1;
/// <summary>
/// The height to check from when checking height ('ray length' in the inspector).
///
/// As the image below visualizes, different ray lengths can make the ray hit different things.
/// The distance is measured up from the graph plane.
///
/// [Open online documentation to see images]
/// </summary>
public float fromHeight = 100;
/// <summary>
/// Toggles thick raycast.
/// See: https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html
/// </summary>
public bool thickRaycast;
/// <summary>
/// Diameter of the thick raycast in nodes.
/// 1 equals \link Pathfinding.GridGraph.nodeSize nodeSize \endlink
/// </summary>
public float thickRaycastDiameter = 1;
/// <summary>Make nodes unwalkable when no ground was found with the height raycast. If height raycast is turned off, this doesn't affect anything.</summary>
public bool unwalkableWhenNoGround = true;
/// <summary>
/// Use Unity 2D Physics API.
/// See: http://docs.unity3d.com/ScriptReference/Physics2D.html
/// </summary>
public bool use2D;
/// <summary>Toggle collision check</summary>
public bool collisionCheck = true;
/// <summary>Toggle height check. If false, the grid will be flat</summary>
public bool heightCheck = true;
/// <summary>
/// Direction to use as UP.
/// See: Initialize
/// </summary>
public Vector3 up;
/// <summary>
/// <see cref="up"/> * <see cref="height"/>.
/// See: Initialize
/// </summary>
private Vector3 upheight;
/// <summary>Used for 2D collision queries</summary>
private ContactFilter2D contactFilter;
/// <summary>
/// Just so that the Physics2D.OverlapPoint method has some buffer to store things in.
/// We never actually read from this array, so we don't even care if this is thread safe.
/// </summary>
private static Collider2D[] dummyArray = new Collider2D[1];
/// <summary>
/// <see cref="diameter"/> * scale * 0.5.
/// Where scale usually is \link Pathfinding.GridGraph.nodeSize nodeSize \endlink
/// See: Initialize
/// </summary>
private float finalRadius;
/// <summary>
/// <see cref="thickRaycastDiameter"/> * scale * 0.5.
/// Where scale usually is \link Pathfinding.GridGraph.nodeSize nodeSize \endlink See: Initialize
/// </summary>
private float finalRaycastRadius;
/// <summary>Offset to apply after each raycast to make sure we don't hit the same point again in CheckHeightAll</summary>
public const float RaycastErrorMargin = 0.005F;
/// <summary>
/// Sets up several variables using the specified matrix and scale.
/// See: GraphCollision.up
/// See: GraphCollision.upheight
/// See: GraphCollision.finalRadius
/// See: GraphCollision.finalRaycastRadius
/// </summary>
public void Initialize (GraphTransform transform, float scale) {
up = (transform.Transform(Vector3.up) - transform.Transform(Vector3.zero)).normalized;
upheight = up*height;
finalRadius = diameter*scale*0.5F;
finalRaycastRadius = thickRaycastDiameter*scale*0.5F;
contactFilter = new ContactFilter2D { layerMask = mask, useDepth = false, useLayerMask = true, useNormalAngle = false, useTriggers = false };
}
/// <summary>
/// Returns true if the position is not obstructed.
/// If <see cref="collisionCheck"/> is false, this will always return true.\n
/// </summary>
public bool Check (Vector3 position) {
if (!collisionCheck) {
return true;
}
if (use2D) {
switch (type) {
case ColliderType.Capsule:
case ColliderType.Sphere:
return Physics2D.OverlapCircle(position, finalRadius, contactFilter, dummyArray) == 0;
default:
return Physics2D.OverlapPoint(position, contactFilter, dummyArray) == 0;
}
}
position += up*collisionOffset;
switch (type) {
case ColliderType.Capsule:
return !Physics.CheckCapsule(position, position+upheight, finalRadius, mask, QueryTriggerInteraction.Ignore);
case ColliderType.Sphere:
return !Physics.CheckSphere(position, finalRadius, mask, QueryTriggerInteraction.Ignore);
default:
switch (rayDirection) {
case RayDirection.Both:
return !Physics.Raycast(position, up, height, mask, QueryTriggerInteraction.Ignore) && !Physics.Raycast(position+upheight, -up, height, mask, QueryTriggerInteraction.Ignore);
case RayDirection.Up:
return !Physics.Raycast(position, up, height, mask, QueryTriggerInteraction.Ignore);
default:
return !Physics.Raycast(position+upheight, -up, height, mask, QueryTriggerInteraction.Ignore);
}
}
}
/// <summary>
/// Returns the position with the correct height.
/// If <see cref="heightCheck"/> is false, this will return position.
/// </summary>
public Vector3 CheckHeight (Vector3 position) {
RaycastHit hit;
bool walkable;
return CheckHeight(position, out hit, out walkable);
}
/// <summary>
/// Returns the position with the correct height.
/// If <see cref="heightCheck"/> is false, this will return position.\n
/// walkable will be set to false if nothing was hit.
/// The ray will check a tiny bit further than to the grids base to avoid floating point errors when the ground is exactly at the base of the grid
/// </summary>
public Vector3 CheckHeight (Vector3 position, out RaycastHit hit, out bool walkable) {
walkable = true;
if (!heightCheck || use2D) {
hit = new RaycastHit();
return position;
}
if (thickRaycast) {
var ray = new Ray(position+up*fromHeight, -up);
if (Physics.SphereCast(ray, finalRaycastRadius, out hit, fromHeight+0.005F, heightMask, QueryTriggerInteraction.Ignore)) {
return VectorMath.ClosestPointOnLine(ray.origin, ray.origin+ray.direction, hit.point);
}
walkable &= !unwalkableWhenNoGround;
} else {
// Cast a ray from above downwards to try to find the ground
if (Physics.Raycast(position+up*fromHeight, -up, out hit, fromHeight+0.005F, heightMask, QueryTriggerInteraction.Ignore)) {
return hit.point;
}
walkable &= !unwalkableWhenNoGround;
}
return position;
}
/// <summary>Internal buffer used by <see cref="CheckHeightAll"/></summary>
RaycastHit[] hitBuffer = new RaycastHit[8];
/// <summary>
/// Returns all hits when checking height for position.
/// Warning: Does not work well with thick raycast, will only return an object a single time
///
/// Warning: The returned array is ephermal. It will be invalidated when this method is called again.
/// If you need persistent results you should copy it.
///
/// The returned array may be larger than the actual number of hits, the numHits out parameter indicates how many hits there actually were.
/// </summary>
public RaycastHit[] CheckHeightAll (Vector3 position, out int numHits) {
if (!heightCheck || use2D) {
hitBuffer[0] = new RaycastHit {
point = position,
distance = 0,
};
numHits = 1;
return hitBuffer;
}
// Cast a ray from above downwards to try to find the ground
#if UNITY_2017_1_OR_NEWER
numHits = Physics.RaycastNonAlloc(position+up*fromHeight, -up, hitBuffer, fromHeight+0.005F, heightMask, QueryTriggerInteraction.Ignore);
if (numHits == hitBuffer.Length) {
// Try again with a larger buffer
hitBuffer = new RaycastHit[hitBuffer.Length*2];
return CheckHeightAll(position, out numHits);
}
return hitBuffer;
#else
var result = Physics.RaycastAll(position+up*fromHeight, -up, fromHeight+0.005F, heightMask, QueryTriggerInteraction.Ignore);
numHits = result.Length;
return result;
#endif
}
public void DeserializeSettingsCompatibility (GraphSerializationContext ctx) {
type = (ColliderType)ctx.reader.ReadInt32();
diameter = ctx.reader.ReadSingle();
height = ctx.reader.ReadSingle();
collisionOffset = ctx.reader.ReadSingle();
rayDirection = (RayDirection)ctx.reader.ReadInt32();
mask = (LayerMask)ctx.reader.ReadInt32();
heightMask = (LayerMask)ctx.reader.ReadInt32();
fromHeight = ctx.reader.ReadSingle();
thickRaycast = ctx.reader.ReadBoolean();
thickRaycastDiameter = ctx.reader.ReadSingle();
unwalkableWhenNoGround = ctx.reader.ReadBoolean();
use2D = ctx.reader.ReadBoolean();
collisionCheck = ctx.reader.ReadBoolean();
heightCheck = ctx.reader.ReadBoolean();
}
}
/// <summary>
/// Determines collision check shape.
/// See: <see cref="Pathfinding.GraphCollision"/>
/// </summary>
public enum ColliderType {
/// <summary>Uses a Sphere, Physics.CheckSphere. In 2D this is a circle instead.</summary>
Sphere,
/// <summary>Uses a Capsule, Physics.CheckCapsule. This will behave identically to the Sphere mode in 2D.</summary>
Capsule,
/// <summary>Uses a Ray, Physics.Linecast. In 2D this is a single point instead.</summary>
Ray
}
/// <summary>Determines collision check ray direction</summary>
public enum RayDirection {
Up, /// <summary>< Casts the ray from the bottom upwards</summary>
Down, /// <summary>< Casts the ray from the top downwards</summary>
Both /// <summary>< Casts two rays in both directions</summary>
}
}