SLayerMask
Index
Functions Index
| Function |
|---|
void SetLayers (params string[] layerNames) |
| void AddLayer (string layerName) |
| void RemoveLayer (string layerName) |
| Static Functions |
static SLayerMask New (Table layerNames) |
Properties Index
| Property | Description |
|---|---|
bool Inverted get set | Is the mask exclusionary or not. |
string[] Layers get set | The layer names represented in this layer mask |
Functions
SetLayers
void SetLayers (params string[] layerNames)
void SetLayers (Table layerNames)
_Function that changes an existing layer mask _
| Parameter | Type | Description |
|---|---|---|
- Lua
-- Let's create a new layer mask to filter out other avatars, then overwrite it to be vehicles instead:
local mask = LayerMask.New({"Avatars"});
mask.SetLayers({"Vehicles"});
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
- Lua
-- Let's create a new layer mask to filter out other avatars, then overwrite it to be vehicles instead:
local mask = LayerMask.New("Avatars");
mask.SetLayers("Vehicles");
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
AddLayer
void AddLayer (string layerName)
Add a new layer to an existing layer mask.
| Parameter | Type | Description |
|---|---|---|
- Lua
local mask = LayerMask.New("Avatars");
mask.AddLayer("Vehicles");
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
- Lua
local mask = LayerMask.New("Avatars");
mask.AddLayer("Vehicles");
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
RemoveLayer
void RemoveLayer (string layerName)|
Remove a new layer from an existing layer mask.
| Parameter | Type | Description |
|---|---|---|
- Lua
local mask = LayerMask.New("Avatars", "Vehicles", "UI");
mask.RemoveLayer("Vehicles");
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
- Lua
local mask = LayerMask.New("Avatars", "Vehicles", "UI");
mask.RemoveLayer("Vehicles");
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
New
static SLayerMask New (Table layerNames)
static SLayerMask New (params string[] layerNames)
Static function that creates a new layer mask
| Parameter | Type | Description |
|---|---|---|
- Lua
local mask = LayerMask.New({"Avatars", "Vehicles"});
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
- Lua
local mask = LayerMask.New("Avatars");
or
local mask = LayerMask.New("Avatars", "Vehicles", "UI");
local hit = Space.Physics.RaycastSingle(Space.Host.ExecutingObject.WorldPosition, Space.Host.ExecutingObject.Forward, 500.0, mask)
Properties
Inverted
bool Inverted get set
Is the mask exclusionary or not.
- Lua
local mask = LayerMask.New("Avatars");
-- Now change it to be an exclusionary mask that gets everything EXCEPT Avatars.'
mask.inverted = true;
Layers
string[] Layers get set
The layer names represented in this layer mask
- Lua
local mask = LayerMask.New("Avatars");
-- Get
local layers = mask.Layers;
-- Set
local layers = {"Vehicles", "UI"};
mask.Layers = layers;