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GGVPointer.OnSceneQuery Method

Definition

Overloads

OnSceneQuery(LayerMask[], Boolean, MixedRealityRaycastHit, RayStep, Int32)
OnSceneQuery(LayerMask[], Boolean, GameObject, Vector3, Single)

OnSceneQuery(LayerMask[], Boolean, MixedRealityRaycastHit, RayStep, Int32)

public:
 virtual bool OnSceneQuery(cli::array <UnityEngine::LayerMask> ^ prioritizedLayerMasks, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] Microsoft::MixedReality::Toolkit::Input::MixedRealityRaycastHit % hitInfo, [Runtime::InteropServices::Out] Microsoft::MixedReality::Toolkit::Physics::RayStep % Ray, [Runtime::InteropServices::Out] int % rayStepIndex);
public bool OnSceneQuery (UnityEngine.LayerMask[] prioritizedLayerMasks, bool focusIndividualCompoundCollider, out Microsoft.MixedReality.Toolkit.Input.MixedRealityRaycastHit hitInfo, out Microsoft.MixedReality.Toolkit.Physics.RayStep Ray, out int rayStepIndex);
abstract member OnSceneQuery : UnityEngine.LayerMask[] * bool * MixedRealityRaycastHit * RayStep * int -> bool
override this.OnSceneQuery : UnityEngine.LayerMask[] * bool * MixedRealityRaycastHit * RayStep * int -> bool
Public Function OnSceneQuery (prioritizedLayerMasks As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef hitInfo As MixedRealityRaycastHit, ByRef Ray As RayStep, ByRef rayStepIndex As Integer) As Boolean

Parameters

prioritizedLayerMasks
UnityEngine.LayerMask[]
focusIndividualCompoundCollider
Boolean
Ray
RayStep
rayStepIndex
Int32

Returns

Implements

Applies to

OnSceneQuery(LayerMask[], Boolean, GameObject, Vector3, Single)

public:
 virtual bool OnSceneQuery(cli::array <UnityEngine::LayerMask> ^ prioritizedLayerMasks, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] UnityEngine::GameObject ^ % hitObject, [Runtime::InteropServices::Out] UnityEngine::Vector3 % hitPoint, [Runtime::InteropServices::Out] float % hitDistance);
public bool OnSceneQuery (UnityEngine.LayerMask[] prioritizedLayerMasks, bool focusIndividualCompoundCollider, out UnityEngine.GameObject hitObject, out UnityEngine.Vector3 hitPoint, out float hitDistance);
abstract member OnSceneQuery : UnityEngine.LayerMask[] * bool * GameObject * Vector3 * single -> bool
override this.OnSceneQuery : UnityEngine.LayerMask[] * bool * GameObject * Vector3 * single -> bool
Public Function OnSceneQuery (prioritizedLayerMasks As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef hitObject As GameObject, ByRef hitPoint As Vector3, ByRef hitDistance As Single) As Boolean

Parameters

prioritizedLayerMasks
UnityEngine.LayerMask[]
focusIndividualCompoundCollider
Boolean
hitObject
UnityEngine.GameObject
hitPoint
UnityEngine.Vector3
hitDistance
Single

Returns

Implements

Applies to