unity-types 6000.3.0 → 6000.3.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,3287 @@
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+ declare namespace CS {
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+ const __keep_incompatibility: symbol;
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+
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+ namespace UnityEngine {
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+ class PhysicsScene2D implements System.IEquatable$1<UnityEngine.PhysicsScene2D> {
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+ protected [__keep_incompatibility]: never;
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+ public get subStepCount(): number;
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+ public get subStepLostTime(): number;
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+ public ToString(): string;
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+ public GetHashCode(): number;
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+ public Equals($other: any): boolean;
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+ public Equals($other: UnityEngine.PhysicsScene2D): boolean;
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+ public IsValid(): boolean;
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+ public IsEmpty(): boolean;
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+ public Simulate($deltaTime: number): boolean;
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+ public Simulate($deltaTime: number, $simulationLayers?: number): boolean;
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+ public Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask?: number): UnityEngine.RaycastHit2D;
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+ public Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.RaycastHit2D;
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+ public Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>): number;
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+ public Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask?: number): UnityEngine.RaycastHit2D;
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+ public Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.RaycastHit2D;
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+ public Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>): number;
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+ public CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask?: number): UnityEngine.RaycastHit2D;
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+ public CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.RaycastHit2D;
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+ public CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>): number;
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+ public BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask?: number): UnityEngine.RaycastHit2D;
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+ public BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.RaycastHit2D;
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+ public BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>): number;
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+ public CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask?: number): UnityEngine.RaycastHit2D;
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+ public CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.RaycastHit2D;
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+ public CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>): number;
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+ public GetRayIntersection($ray: UnityEngine.Ray, $distance: number, $layerMask?: number): UnityEngine.RaycastHit2D;
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+ public GetRayIntersection($ray: UnityEngine.Ray, $distance: number, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public GetRayIntersection($ray: UnityEngine.Ray, $distance: number, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
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+ public OverlapPoint($point: UnityEngine.Vector2, $layerMask?: number): UnityEngine.Collider2D;
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+ public OverlapPoint($point: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.Collider2D;
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+ public OverlapPoint($point: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask?: number): number;
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+ public OverlapPoint($point: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
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+ public OverlapPoint($point: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public OverlapCircle($point: UnityEngine.Vector2, $radius: number, $layerMask?: number): UnityEngine.Collider2D;
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+ public OverlapCircle($point: UnityEngine.Vector2, $radius: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.Collider2D;
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+ public OverlapCircle($point: UnityEngine.Vector2, $radius: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask?: number): number;
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+ public OverlapCircle($point: UnityEngine.Vector2, $radius: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
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+ public OverlapCircle($point: UnityEngine.Vector2, $radius: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask?: number): UnityEngine.Collider2D;
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+ public OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.Collider2D;
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+ public OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask?: number): number;
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+ public OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
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+ public OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask?: number): UnityEngine.Collider2D;
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+ public OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.Collider2D;
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+ public OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask?: number): number;
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+ public OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
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+ public OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask?: number): UnityEngine.Collider2D;
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+ public OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $contactFilter: UnityEngine.ContactFilter2D): UnityEngine.Collider2D;
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+ public OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask?: number): number;
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+ public OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
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+ public OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public static OverlapCollider($collider: UnityEngine.Collider2D, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask?: number): number;
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+ public static OverlapCollider($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
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+ public static OverlapCollider($collider: UnityEngine.Collider2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public static OverlapCollider($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public static OverlapCollider($position: UnityEngine.Vector2, $angle: number, $collider: UnityEngine.Collider2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ public static OverlapCollider($position: UnityEngine.Vector2, $angle: number, $collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
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+ }
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+
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+ class PhysicsSceneExtensions2D {
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+ protected [__keep_incompatibility]: never;
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+ public static GetPhysicsScene2D(): UnityEngine.PhysicsScene2D;
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+ }
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+
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+ class Physics2D {
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+ protected [__keep_incompatibility]: never;
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+ public static readonly IgnoreRaycastLayer: number;
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+ public static readonly DefaultRaycastLayers: number;
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+ public static readonly AllLayers: number;
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+ public static readonly MaxPolygonShapeVertices: number;
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+ public static get defaultPhysicsScene(): UnityEngine.PhysicsScene2D;
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+ public static velocityIterations: number;
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+ public static positionIterations: number;
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+ public static gravity: UnityEngine.Vector2;
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+ public static queriesHitTriggers: boolean;
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+ public static queriesStartInColliders: boolean;
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+ public static callbacksOnDisable: boolean;
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+ public static reuseCollisionCallbacks: boolean;
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+ public static simulationMode: UnityEngine.SimulationMode2D;
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+ public static simulationLayers: UnityEngine.LayerMask;
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+ public static useSubStepping: boolean;
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+ public static useSubStepContacts: boolean;
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+ public static minSubStepFPS: number;
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+ public static maxSubStepCount: number;
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+ public static jobOptions: UnityEngine.PhysicsJobOptions2D;
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+ public static bounceThreshold: number;
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+ public static contactThreshold: number;
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+ public static maxLinearCorrection: number;
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+ public static maxAngularCorrection: number;
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+ public static maxTranslationSpeed: number;
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+ public static maxRotationSpeed: number;
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+ public static defaultContactOffset: number;
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+ public static baumgarteScale: number;
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+ public static baumgarteTOIScale: number;
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+ public static timeToSleep: number;
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+ public static linearSleepTolerance: number;
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+ public static angularSleepTolerance: number;
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+ public static autoSyncTransforms: boolean;
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+ constructor();
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+ public static Simulate($deltaTime: number): boolean;
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+ public static Simulate($deltaTime: number, $simulationLayers?: number): boolean;
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+ public static SyncTransforms(): void;
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+ public static IgnoreCollision($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D): void;
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+ public static IgnoreCollision($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D, $ignore: boolean): void;
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+ public static GetIgnoreCollision($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D): boolean;
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+ public static IgnoreLayerCollision($layer1: number, $layer2: number): void;
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+ public static IgnoreLayerCollision($layer1: number, $layer2: number, $ignore: boolean): void;
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+ public static GetIgnoreLayerCollision($layer1: number, $layer2: number): boolean;
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+ public static SetLayerCollisionMask($layer: number, $layerMask: number): void;
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+ public static GetLayerCollisionMask($layer: number): number;
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+ public static IsTouching($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D): boolean;
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+ public static IsTouching($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D): boolean;
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+ public static IsTouching($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D): boolean;
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+ public static IsTouchingLayers($collider: UnityEngine.Collider2D): boolean;
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+ public static IsTouchingLayers($collider: UnityEngine.Collider2D, $layerMask: number): boolean;
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+ public static Distance($colliderA: UnityEngine.Collider2D, $colliderB: UnityEngine.Collider2D): UnityEngine.ColliderDistance2D;
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+ public static Distance($colliderA: UnityEngine.Collider2D, $positionA: UnityEngine.Vector2, $angleA: number, $colliderB: UnityEngine.Collider2D, $positionB: UnityEngine.Vector2, $angleB: number): UnityEngine.ColliderDistance2D;
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+ public static ClosestPoint($position: UnityEngine.Vector2, $collider: UnityEngine.Collider2D): UnityEngine.Vector2;
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+ public static ClosestPoint($position: UnityEngine.Vector2, $rigidbody: UnityEngine.Rigidbody2D): UnityEngine.Vector2;
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+ public static Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2): UnityEngine.RaycastHit2D;
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+ public static Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask: number): UnityEngine.RaycastHit2D;
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+ public static Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask: number, $minDepth: number): UnityEngine.RaycastHit2D;
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+ public static Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.RaycastHit2D;
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+ public static Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public static Linecast($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>): number;
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+ public static LinecastAll($start: UnityEngine.Vector2, $end: UnityEngine.Vector2): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static LinecastAll($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static LinecastAll($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static LinecastAll($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static RaycastNonAlloc($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number): number;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2): UnityEngine.RaycastHit2D;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number): UnityEngine.RaycastHit2D;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): UnityEngine.RaycastHit2D;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): UnityEngine.RaycastHit2D;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.RaycastHit2D;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
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+ public static Raycast($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
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+ public static RaycastAll($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static RaycastAll($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static RaycastAll($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static RaycastAll($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static RaycastAll($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2): UnityEngine.RaycastHit2D;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number): UnityEngine.RaycastHit2D;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): UnityEngine.RaycastHit2D;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): UnityEngine.RaycastHit2D;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.RaycastHit2D;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
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+ public static CircleCast($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
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+ public static CircleCastAll($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static CircleCastAll($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static CircleCastAll($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static CircleCastAll($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static CircleCastAll($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2): UnityEngine.RaycastHit2D;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number): UnityEngine.RaycastHit2D;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): UnityEngine.RaycastHit2D;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): UnityEngine.RaycastHit2D;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.RaycastHit2D;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
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+ public static BoxCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
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+ public static BoxCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static BoxCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static BoxCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): System.Array$1<UnityEngine.RaycastHit2D>;
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+ public static BoxCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
187
+ public static BoxCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
188
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2): UnityEngine.RaycastHit2D;
189
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number): UnityEngine.RaycastHit2D;
190
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): UnityEngine.RaycastHit2D;
191
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): UnityEngine.RaycastHit2D;
192
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.RaycastHit2D;
193
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
194
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
195
+ public static CapsuleCast($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
196
+ public static CapsuleCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2): System.Array$1<UnityEngine.RaycastHit2D>;
197
+ public static CapsuleCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number): System.Array$1<UnityEngine.RaycastHit2D>;
198
+ public static CapsuleCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number): System.Array$1<UnityEngine.RaycastHit2D>;
199
+ public static CapsuleCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
200
+ public static CapsuleCastAll($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.RaycastHit2D>;
201
+ public static GetRayIntersection($ray: UnityEngine.Ray): UnityEngine.RaycastHit2D;
202
+ public static GetRayIntersection($ray: UnityEngine.Ray, $distance: number): UnityEngine.RaycastHit2D;
203
+ public static GetRayIntersection($ray: UnityEngine.Ray, $distance: number, $layerMask?: number): UnityEngine.RaycastHit2D;
204
+ public static GetRayIntersection($ray: UnityEngine.Ray, $distance: number, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $layerMask?: number): number;
205
+ public static GetRayIntersectionAll($ray: UnityEngine.Ray): System.Array$1<UnityEngine.RaycastHit2D>;
206
+ public static GetRayIntersectionAll($ray: UnityEngine.Ray, $distance: number): System.Array$1<UnityEngine.RaycastHit2D>;
207
+ public static GetRayIntersectionAll($ray: UnityEngine.Ray, $distance: number, $layerMask?: number): System.Array$1<UnityEngine.RaycastHit2D>;
208
+ public static GetRayIntersectionNonAlloc($ray: UnityEngine.Ray, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask?: number): number;
209
+ public static OverlapPoint($point: UnityEngine.Vector2): UnityEngine.Collider2D;
210
+ public static OverlapPoint($point: UnityEngine.Vector2, $layerMask: number): UnityEngine.Collider2D;
211
+ public static OverlapPoint($point: UnityEngine.Vector2, $layerMask: number, $minDepth: number): UnityEngine.Collider2D;
212
+ public static OverlapPoint($point: UnityEngine.Vector2, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.Collider2D;
213
+ public static OverlapPoint($point: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
214
+ public static OverlapPoint($point: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
215
+ public static OverlapPointAll($point: UnityEngine.Vector2): System.Array$1<UnityEngine.Collider2D>;
216
+ public static OverlapPointAll($point: UnityEngine.Vector2, $layerMask: number): System.Array$1<UnityEngine.Collider2D>;
217
+ public static OverlapPointAll($point: UnityEngine.Vector2, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.Collider2D>;
218
+ public static OverlapPointAll($point: UnityEngine.Vector2, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.Collider2D>;
219
+ public static OverlapCircle($point: UnityEngine.Vector2, $radius: number): UnityEngine.Collider2D;
220
+ public static OverlapCircle($point: UnityEngine.Vector2, $radius: number, $layerMask: number): UnityEngine.Collider2D;
221
+ public static OverlapCircle($point: UnityEngine.Vector2, $radius: number, $layerMask: number, $minDepth: number): UnityEngine.Collider2D;
222
+ public static OverlapCircle($point: UnityEngine.Vector2, $radius: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.Collider2D;
223
+ public static OverlapCircle($point: UnityEngine.Vector2, $radius: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
224
+ public static OverlapCircle($point: UnityEngine.Vector2, $radius: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
225
+ public static OverlapCircleAll($point: UnityEngine.Vector2, $radius: number): System.Array$1<UnityEngine.Collider2D>;
226
+ public static OverlapCircleAll($point: UnityEngine.Vector2, $radius: number, $layerMask: number): System.Array$1<UnityEngine.Collider2D>;
227
+ public static OverlapCircleAll($point: UnityEngine.Vector2, $radius: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.Collider2D>;
228
+ public static OverlapCircleAll($point: UnityEngine.Vector2, $radius: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.Collider2D>;
229
+ public static OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number): UnityEngine.Collider2D;
230
+ public static OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask: number): UnityEngine.Collider2D;
231
+ public static OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask: number, $minDepth: number): UnityEngine.Collider2D;
232
+ public static OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.Collider2D;
233
+ public static OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
234
+ public static OverlapBox($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
235
+ public static OverlapBoxAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number): System.Array$1<UnityEngine.Collider2D>;
236
+ public static OverlapBoxAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask: number): System.Array$1<UnityEngine.Collider2D>;
237
+ public static OverlapBoxAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.Collider2D>;
238
+ public static OverlapBoxAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.Collider2D>;
239
+ public static OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2): UnityEngine.Collider2D;
240
+ public static OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask: number): UnityEngine.Collider2D;
241
+ public static OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask: number, $minDepth: number): UnityEngine.Collider2D;
242
+ public static OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.Collider2D;
243
+ public static OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
244
+ public static OverlapArea($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
245
+ public static OverlapAreaAll($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2): System.Array$1<UnityEngine.Collider2D>;
246
+ public static OverlapAreaAll($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask: number): System.Array$1<UnityEngine.Collider2D>;
247
+ public static OverlapAreaAll($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.Collider2D>;
248
+ public static OverlapAreaAll($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.Collider2D>;
249
+ public static OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number): UnityEngine.Collider2D;
250
+ public static OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask: number): UnityEngine.Collider2D;
251
+ public static OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask: number, $minDepth: number): UnityEngine.Collider2D;
252
+ public static OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask: number, $minDepth: number, $maxDepth: number): UnityEngine.Collider2D;
253
+ public static OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
254
+ public static OverlapCapsule($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
255
+ public static OverlapCapsuleAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number): System.Array$1<UnityEngine.Collider2D>;
256
+ public static OverlapCapsuleAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask: number): System.Array$1<UnityEngine.Collider2D>;
257
+ public static OverlapCapsuleAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask: number, $minDepth: number): System.Array$1<UnityEngine.Collider2D>;
258
+ public static OverlapCapsuleAll($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $layerMask: number, $minDepth: number, $maxDepth: number): System.Array$1<UnityEngine.Collider2D>;
259
+ public static OverlapCollider($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
260
+ public static OverlapCollider($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
261
+ public static OverlapCollider($collider: UnityEngine.Collider2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
262
+ public static GetContacts($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
263
+ public static GetContacts($collider: UnityEngine.Collider2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
264
+ public static GetContacts($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
265
+ public static GetContacts($collider: UnityEngine.Collider2D, $colliders: System.Array$1<UnityEngine.Collider2D>): number;
266
+ public static GetContacts($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Array$1<UnityEngine.Collider2D>): number;
267
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
268
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
269
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $colliders: System.Array$1<UnityEngine.Collider2D>): number;
270
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Array$1<UnityEngine.Collider2D>): number;
271
+ public static GetContacts($collider1: UnityEngine.Collider2D, $collider2: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
272
+ public static GetContacts($collider: UnityEngine.Collider2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
273
+ public static GetContacts($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
274
+ public static GetContacts($collider: UnityEngine.Collider2D, $colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
275
+ public static GetContacts($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
276
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
277
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
278
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
279
+ public static GetContacts($rigidbody: UnityEngine.Rigidbody2D, $contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
280
+ public static LinecastNonAlloc($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
281
+ public static LinecastNonAlloc($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask: number): number;
282
+ public static LinecastNonAlloc($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask: number, $minDepth: number): number;
283
+ public static LinecastNonAlloc($start: UnityEngine.Vector2, $end: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $layerMask: number, $minDepth: number, $maxDepth: number): number;
284
+ public static RaycastNonAlloc($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
285
+ public static RaycastNonAlloc($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
286
+ public static RaycastNonAlloc($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number): number;
287
+ public static RaycastNonAlloc($origin: UnityEngine.Vector2, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): number;
288
+ public static CircleCastNonAlloc($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
289
+ public static CircleCastNonAlloc($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
290
+ public static CircleCastNonAlloc($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number): number;
291
+ public static CircleCastNonAlloc($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number): number;
292
+ public static CircleCastNonAlloc($origin: UnityEngine.Vector2, $radius: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): number;
293
+ public static BoxCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
294
+ public static BoxCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
295
+ public static BoxCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number): number;
296
+ public static BoxCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number): number;
297
+ public static BoxCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): number;
298
+ public static CapsuleCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
299
+ public static CapsuleCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
300
+ public static CapsuleCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number): number;
301
+ public static CapsuleCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number): number;
302
+ public static CapsuleCastNonAlloc($origin: UnityEngine.Vector2, $size: UnityEngine.Vector2, $capsuleDirection: UnityEngine.CapsuleDirection2D, $angle: number, $direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): number;
303
+ public static GetRayIntersectionNonAlloc($ray: UnityEngine.Ray, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
304
+ public static GetRayIntersectionNonAlloc($ray: UnityEngine.Ray, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
305
+ public static OverlapPointNonAlloc($point: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>): number;
306
+ public static OverlapPointNonAlloc($point: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number): number;
307
+ public static OverlapPointNonAlloc($point: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number): number;
308
+ public static OverlapPointNonAlloc($point: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number, $maxDepth: number): number;
309
+ public static OverlapCircleNonAlloc($point: UnityEngine.Vector2, $radius: number, $results: System.Array$1<UnityEngine.Collider2D>): number;
310
+ public static OverlapCircleNonAlloc($point: UnityEngine.Vector2, $radius: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number): number;
311
+ public static OverlapCircleNonAlloc($point: UnityEngine.Vector2, $radius: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number): number;
312
+ public static OverlapCircleNonAlloc($point: UnityEngine.Vector2, $radius: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number, $maxDepth: number): number;
313
+ public static OverlapBoxNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>): number;
314
+ public static OverlapBoxNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number): number;
315
+ public static OverlapBoxNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number): number;
316
+ public static OverlapBoxNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number, $maxDepth: number): number;
317
+ public static OverlapAreaNonAlloc($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>): number;
318
+ public static OverlapAreaNonAlloc($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number): number;
319
+ public static OverlapAreaNonAlloc($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number): number;
320
+ public static OverlapAreaNonAlloc($pointA: UnityEngine.Vector2, $pointB: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number, $maxDepth: number): number;
321
+ public static OverlapCapsuleNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>): number;
322
+ public static OverlapCapsuleNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number): number;
323
+ public static OverlapCapsuleNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number): number;
324
+ public static OverlapCapsuleNonAlloc($point: UnityEngine.Vector2, $size: UnityEngine.Vector2, $direction: UnityEngine.CapsuleDirection2D, $angle: number, $results: System.Array$1<UnityEngine.Collider2D>, $layerMask: number, $minDepth: number, $maxDepth: number): number;
325
+ }
326
+
327
+ enum SimulationMode2D {
328
+ FixedUpdate = 0,
329
+ Update = 1,
330
+ Script = 2
331
+ }
332
+
333
+ enum CapsuleDirection2D {
334
+ Vertical = 0,
335
+ Horizontal = 1
336
+ }
337
+
338
+ enum RigidbodyConstraints2D {
339
+ None = 0,
340
+ FreezePositionX = 1,
341
+ FreezePositionY = 2,
342
+ FreezePosition = 3,
343
+ FreezeRotation = 4,
344
+ FreezeAll = 7
345
+ }
346
+
347
+ enum RigidbodyInterpolation2D {
348
+ None = 0,
349
+ Interpolate = 1,
350
+ Extrapolate = 2
351
+ }
352
+
353
+ enum RigidbodySleepMode2D {
354
+ NeverSleep = 0,
355
+ StartAwake = 1,
356
+ StartAsleep = 2
357
+ }
358
+
359
+ enum CollisionDetectionMode2D {
360
+ None = 0,
361
+ Discrete = 0,
362
+ Continuous = 1
363
+ }
364
+
365
+ enum RigidbodyType2D {
366
+ Dynamic = 0,
367
+ Kinematic = 1,
368
+ Static = 2
369
+ }
370
+
371
+ enum ForceMode2D {
372
+ Force = 0,
373
+ Impulse = 1
374
+ }
375
+
376
+ enum ColliderErrorState2D {
377
+ None = 0,
378
+ NoShapes = 1,
379
+ RemovedShapes = 2
380
+ }
381
+
382
+ enum JointLimitState2D {
383
+ Inactive = 0,
384
+ LowerLimit = 1,
385
+ UpperLimit = 2,
386
+ EqualLimits = 3
387
+ }
388
+
389
+ enum JointBreakAction2D {
390
+ Ignore = 0,
391
+ CallbackOnly = 1,
392
+ Disable = 2,
393
+ Destroy = 3
394
+ }
395
+
396
+ enum EffectorSelection2D {
397
+ Rigidbody = 0,
398
+ Collider = 1
399
+ }
400
+
401
+ enum EffectorForceMode2D {
402
+ Constant = 0,
403
+ InverseLinear = 1,
404
+ InverseSquared = 2
405
+ }
406
+
407
+ enum PhysicsShapeType2D {
408
+ Circle = 0,
409
+ Capsule = 1,
410
+ Polygon = 2,
411
+ Edges = 3
412
+ }
413
+
414
+ enum PhysicsMaterialCombine2D {
415
+ Average = 0,
416
+ Mean = 1,
417
+ Multiply = 2,
418
+ Minimum = 3,
419
+ Maximum = 4
420
+ }
421
+
422
+ class PhysicsShape2D {
423
+ protected [__keep_incompatibility]: never;
424
+ public shapeType: UnityEngine.PhysicsShapeType2D;
425
+ public radius: number;
426
+ public vertexStartIndex: number;
427
+ public vertexCount: number;
428
+ public useAdjacentStart: boolean;
429
+ public useAdjacentEnd: boolean;
430
+ public adjacentStart: UnityEngine.Vector2;
431
+ public adjacentEnd: UnityEngine.Vector2;
432
+ }
433
+
434
+ class PhysicsShapeGroup2D {
435
+ protected [__keep_incompatibility]: never;
436
+ public get shapeCount(): number;
437
+ public get vertexCount(): number;
438
+ public localToWorldMatrix: UnityEngine.Matrix4x4;
439
+ constructor($shapeCapacity?: number, $vertexCapacity?: number);
440
+ public Clear(): void;
441
+ public Add($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D): void;
442
+ public GetShapeData($shapes: System.Collections.Generic.List$1<UnityEngine.PhysicsShape2D>, $vertices: System.Collections.Generic.List$1<UnityEngine.Vector2>): void;
443
+ public GetShapeData($shapes: Unity.Collections.NativeArray$1<UnityEngine.PhysicsShape2D>, $vertices: Unity.Collections.NativeArray$1<UnityEngine.Vector2>): void;
444
+ public GetShapeVertices($shapeIndex: number, $vertices: System.Collections.Generic.List$1<UnityEngine.Vector2>): void;
445
+ public GetShapeVertex($shapeIndex: number, $vertexIndex: number): UnityEngine.Vector2;
446
+ public SetShapeVertex($shapeIndex: number, $vertexIndex: number, $vertex: UnityEngine.Vector2): void;
447
+ public SetShapeRadius($shapeIndex: number, $radius: number): void;
448
+ public SetShapeAdjacentVertices($shapeIndex: number, $useAdjacentStart: boolean, $useAdjacentEnd: boolean, $adjacentStart: UnityEngine.Vector2, $adjacentEnd: UnityEngine.Vector2): void;
449
+ public DeleteShape($shapeIndex: number): void;
450
+ public GetShape($shapeIndex: number): UnityEngine.PhysicsShape2D;
451
+ public AddCircle($center: UnityEngine.Vector2, $radius: number): number;
452
+ public AddCapsule($vertex0: UnityEngine.Vector2, $vertex1: UnityEngine.Vector2, $radius: number): number;
453
+ public AddBox($center: UnityEngine.Vector2, $size: UnityEngine.Vector2, $angle?: number, $edgeRadius?: number): number;
454
+ public AddPolygon($vertices: System.Collections.Generic.List$1<UnityEngine.Vector2>): number;
455
+ public AddEdges($vertices: System.Collections.Generic.List$1<UnityEngine.Vector2>, $edgeRadius?: number): number;
456
+ public AddEdges($vertices: System.Collections.Generic.List$1<UnityEngine.Vector2>, $useAdjacentStart: boolean, $useAdjacentEnd: boolean, $adjacentStart: UnityEngine.Vector2, $adjacentEnd: UnityEngine.Vector2, $edgeRadius?: number): number;
457
+ }
458
+
459
+ class ColliderDistance2D {
460
+ protected [__keep_incompatibility]: never;
461
+ public pointA: UnityEngine.Vector2;
462
+ public pointB: UnityEngine.Vector2;
463
+ public get normal(): UnityEngine.Vector2;
464
+ public distance: number;
465
+ public get isOverlapped(): boolean;
466
+ public isValid: boolean;
467
+ }
468
+
469
+ class ContactFilter2D {
470
+ protected [__keep_incompatibility]: never;
471
+ public useTriggers: boolean;
472
+ public useLayerMask: boolean;
473
+ public useDepth: boolean;
474
+ public useOutsideDepth: boolean;
475
+ public useNormalAngle: boolean;
476
+ public useOutsideNormalAngle: boolean;
477
+ public layerMask: UnityEngine.LayerMask;
478
+ public minDepth: number;
479
+ public maxDepth: number;
480
+ public minNormalAngle: number;
481
+ public maxNormalAngle: number;
482
+ public static readonly NormalAngleUpperLimit: number;
483
+ public static get noFilter(): UnityEngine.ContactFilter2D;
484
+ public get isFiltering(): boolean;
485
+ public ClearLayerMask(): void;
486
+ public SetLayerMask($layerMask: UnityEngine.LayerMask): void;
487
+ public ClearDepth(): void;
488
+ public SetDepth($minDepth: number, $maxDepth: number): void;
489
+ public ClearNormalAngle(): void;
490
+ public SetNormalAngle($minNormalAngle: number, $maxNormalAngle: number): void;
491
+ public IsFilteringTrigger($collider: UnityEngine.Collider2D): boolean;
492
+ public IsFilteringLayerMask($obj: UnityEngine.GameObject): boolean;
493
+ public IsFilteringDepth($obj: UnityEngine.GameObject): boolean;
494
+ public IsFilteringNormalAngle($normal: UnityEngine.Vector2): boolean;
495
+ public IsFilteringNormalAngle($angle: number): boolean;
496
+ public NoFilter(): UnityEngine.ContactFilter2D;
497
+ }
498
+
499
+ class Collision2D {
500
+ protected [__keep_incompatibility]: never;
501
+ public get collider(): UnityEngine.Collider2D;
502
+ public get otherCollider(): UnityEngine.Collider2D;
503
+ public get rigidbody(): UnityEngine.Rigidbody2D;
504
+ public get otherRigidbody(): UnityEngine.Rigidbody2D;
505
+ public get transform(): UnityEngine.Transform;
506
+ public get gameObject(): UnityEngine.GameObject;
507
+ public get relativeVelocity(): UnityEngine.Vector2;
508
+ public get enabled(): boolean;
509
+ public get contacts(): System.Array$1<UnityEngine.ContactPoint2D>;
510
+ public get contactCount(): number;
511
+ constructor();
512
+ public GetContact($index: number): UnityEngine.ContactPoint2D;
513
+ public GetContacts($contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
514
+ public GetContacts($contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
515
+ }
516
+
517
+ class ContactPoint2D {
518
+ protected [__keep_incompatibility]: never;
519
+ public get point(): UnityEngine.Vector2;
520
+ public get normal(): UnityEngine.Vector2;
521
+ public get separation(): number;
522
+ public get normalImpulse(): number;
523
+ public get tangentImpulse(): number;
524
+ public get relativeVelocity(): UnityEngine.Vector2;
525
+ public get friction(): number;
526
+ public get bounciness(): number;
527
+ public get collider(): UnityEngine.Collider2D;
528
+ public get otherCollider(): UnityEngine.Collider2D;
529
+ public get rigidbody(): UnityEngine.Rigidbody2D;
530
+ public get otherRigidbody(): UnityEngine.Rigidbody2D;
531
+ public get enabled(): boolean;
532
+ }
533
+
534
+ class JointAngleLimits2D {
535
+ protected [__keep_incompatibility]: never;
536
+ public min: number;
537
+ public max: number;
538
+ }
539
+
540
+ class JointTranslationLimits2D {
541
+ protected [__keep_incompatibility]: never;
542
+ public min: number;
543
+ public max: number;
544
+ }
545
+
546
+ class JointMotor2D {
547
+ protected [__keep_incompatibility]: never;
548
+ public motorSpeed: number;
549
+ public maxMotorTorque: number;
550
+ }
551
+
552
+ class JointSuspension2D {
553
+ protected [__keep_incompatibility]: never;
554
+ public dampingRatio: number;
555
+ public frequency: number;
556
+ public angle: number;
557
+ }
558
+
559
+ class RaycastHit2D {
560
+ protected [__keep_incompatibility]: never;
561
+ public centroid: UnityEngine.Vector2;
562
+ public point: UnityEngine.Vector2;
563
+ public normal: UnityEngine.Vector2;
564
+ public distance: number;
565
+ public fraction: number;
566
+ public get collider(): UnityEngine.Collider2D;
567
+ public get rigidbody(): UnityEngine.Rigidbody2D;
568
+ public get transform(): UnityEngine.Transform;
569
+ public CompareTo($other: UnityEngine.RaycastHit2D): number;
570
+ }
571
+
572
+ class PhysicsJobOptions2D {
573
+ protected [__keep_incompatibility]: never;
574
+ public useMultithreading: boolean;
575
+ public useConsistencySorting: boolean;
576
+ public interpolationPosesPerJob: number;
577
+ public newContactsPerJob: number;
578
+ public collideContactsPerJob: number;
579
+ public clearFlagsPerJob: number;
580
+ public clearBodyForcesPerJob: number;
581
+ public syncDiscreteFixturesPerJob: number;
582
+ public syncContinuousFixturesPerJob: number;
583
+ public findNearestContactsPerJob: number;
584
+ public updateTriggerContactsPerJob: number;
585
+ public islandSolverCostThreshold: number;
586
+ public islandSolverBodyCostScale: number;
587
+ public islandSolverContactCostScale: number;
588
+ public islandSolverJointCostScale: number;
589
+ public islandSolverBodiesPerJob: number;
590
+ public islandSolverContactsPerJob: number;
591
+ }
592
+
593
+ class Rigidbody2D extends UnityEngine.Component {
594
+ protected [__keep_incompatibility]: never;
595
+ public position: UnityEngine.Vector2;
596
+ public rotation: number;
597
+ public linearVelocity: UnityEngine.Vector2;
598
+ public linearVelocityX: number;
599
+ public linearVelocityY: number;
600
+ public angularVelocity: number;
601
+ public useAutoMass: boolean;
602
+ public mass: number;
603
+ public sharedMaterial: UnityEngine.PhysicsMaterial2D;
604
+ public centerOfMass: UnityEngine.Vector2;
605
+ public get worldCenterOfMass(): UnityEngine.Vector2;
606
+ public inertia: number;
607
+ public linearDamping: number;
608
+ public angularDamping: number;
609
+ public gravityScale: number;
610
+ public bodyType: UnityEngine.RigidbodyType2D;
611
+ public useFullKinematicContacts: boolean;
612
+ public freezeRotation: boolean;
613
+ public constraints: UnityEngine.RigidbodyConstraints2D;
614
+ public simulated: boolean;
615
+ public interpolation: UnityEngine.RigidbodyInterpolation2D;
616
+ public sleepMode: UnityEngine.RigidbodySleepMode2D;
617
+ public collisionDetectionMode: UnityEngine.CollisionDetectionMode2D;
618
+ public get attachedColliderCount(): number;
619
+ public totalForce: UnityEngine.Vector2;
620
+ public totalTorque: number;
621
+ public excludeLayers: UnityEngine.LayerMask;
622
+ public includeLayers: UnityEngine.LayerMask;
623
+ public get localToWorldMatrix(): UnityEngine.Matrix4x4;
624
+ public isKinematic: boolean;
625
+ public drag: number;
626
+ public angularDrag: number;
627
+ public velocity: UnityEngine.Vector2;
628
+ public velocityX: number;
629
+ public velocityY: number;
630
+ constructor();
631
+ public SetRotation($angle: number): void;
632
+ public SetRotation($rotation: UnityEngine.Quaternion): void;
633
+ public MovePosition($position: UnityEngine.Vector2): void;
634
+ public MoveRotation($angle: number): void;
635
+ public MoveRotation($rotation: UnityEngine.Quaternion): void;
636
+ public MovePositionAndRotation($position: UnityEngine.Vector2, $angle: number): void;
637
+ public MovePositionAndRotation($position: UnityEngine.Vector2, $rotation: UnityEngine.Quaternion): void;
638
+ public Slide($velocity: UnityEngine.Vector2, $deltaTime: number, $slideMovement: UnityEngine.Rigidbody2D.SlideMovement): UnityEngine.Rigidbody2D.SlideResults;
639
+ public IsSleeping(): boolean;
640
+ public IsAwake(): boolean;
641
+ public Sleep(): void;
642
+ public WakeUp(): void;
643
+ public IsTouching($collider: UnityEngine.Collider2D): boolean;
644
+ public IsTouching($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D): boolean;
645
+ public IsTouching($contactFilter: UnityEngine.ContactFilter2D): boolean;
646
+ public IsTouchingLayers(): boolean;
647
+ public IsTouchingLayers($layerMask?: number): boolean;
648
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
649
+ public Distance($collider: UnityEngine.Collider2D): UnityEngine.ColliderDistance2D;
650
+ public Distance($thisPosition: UnityEngine.Vector2, $thisAngle: number, $collider: UnityEngine.Collider2D, $position: UnityEngine.Vector2, $angle: number): UnityEngine.ColliderDistance2D;
651
+ public ClosestPoint($position: UnityEngine.Vector2): UnityEngine.Vector2;
652
+ public AddForce($force: UnityEngine.Vector2): void;
653
+ public AddForce($force: UnityEngine.Vector2, $mode?: UnityEngine.ForceMode2D): void;
654
+ public AddForceX($force: number, $mode?: UnityEngine.ForceMode2D): void;
655
+ public AddForceY($force: number, $mode?: UnityEngine.ForceMode2D): void;
656
+ public AddRelativeForce($relativeForce: UnityEngine.Vector2): void;
657
+ public AddRelativeForce($relativeForce: UnityEngine.Vector2, $mode?: UnityEngine.ForceMode2D): void;
658
+ public AddRelativeForceX($force: number, $mode?: UnityEngine.ForceMode2D): void;
659
+ public AddRelativeForceY($force: number, $mode?: UnityEngine.ForceMode2D): void;
660
+ public AddForceAtPosition($force: UnityEngine.Vector2, $position: UnityEngine.Vector2): void;
661
+ public AddForceAtPosition($force: UnityEngine.Vector2, $position: UnityEngine.Vector2, $mode: UnityEngine.ForceMode2D): void;
662
+ public AddTorque($torque: number): void;
663
+ public AddTorque($torque: number, $mode: UnityEngine.ForceMode2D): void;
664
+ public GetPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
665
+ public GetRelativePoint($relativePoint: UnityEngine.Vector2): UnityEngine.Vector2;
666
+ public GetVector($vector: UnityEngine.Vector2): UnityEngine.Vector2;
667
+ public GetRelativeVector($relativeVector: UnityEngine.Vector2): UnityEngine.Vector2;
668
+ public GetPointVelocity($point: UnityEngine.Vector2): UnityEngine.Vector2;
669
+ public GetRelativePointVelocity($relativePoint: UnityEngine.Vector2): UnityEngine.Vector2;
670
+ public GetContacts($contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
671
+ public GetContacts($contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
672
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
673
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
674
+ public GetContacts($colliders: System.Array$1<UnityEngine.Collider2D>): number;
675
+ public GetContacts($colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
676
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Array$1<UnityEngine.Collider2D>): number;
677
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
678
+ public GetAttachedColliders($results: $Out<System.Array$1<UnityEngine.Collider2D>>): number;
679
+ public GetAttachedColliders($results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
680
+ public GetAttachedColliders($results: $Out<System.Array$1<UnityEngine.Collider2D>>, $findTriggers?: boolean): number;
681
+ public GetAttachedColliders($results: System.Collections.Generic.List$1<UnityEngine.Collider2D>, $findTriggers?: boolean): number;
682
+ public GetShapes($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D): number;
683
+ public Cast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
684
+ public Cast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
685
+ public Cast($direction: UnityEngine.Vector2, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
686
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
687
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
688
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
689
+ public Cast($position: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
690
+ public Cast($position: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
691
+ public Overlap($contactFilter: UnityEngine.ContactFilter2D, $results: $Out<System.Array$1<UnityEngine.Collider2D>>): number;
692
+ public Overlap($results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
693
+ public Overlap($contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
694
+ public Overlap($position: UnityEngine.Vector2, $angle: number, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
695
+ public Overlap($position: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
696
+ public OverlapCollider($contactFilter: UnityEngine.ContactFilter2D, $results: $Out<System.Array$1<UnityEngine.Collider2D>>): number;
697
+ public OverlapCollider($contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
698
+ }
699
+ namespace Rigidbody2D {
700
+ class SlideMovement {
701
+ protected [__keep_incompatibility]: never;
702
+ public maxIterations: number;
703
+ public surfaceSlideAngle: number;
704
+ public gravitySlipAngle: number;
705
+ public surfaceUp: UnityEngine.Vector2;
706
+ public surfaceAnchor: UnityEngine.Vector2;
707
+ public gravity: UnityEngine.Vector2;
708
+ public startPosition: UnityEngine.Vector2;
709
+ public selectedCollider: UnityEngine.Collider2D;
710
+ public layerMask: UnityEngine.LayerMask;
711
+ public useLayerMask: boolean;
712
+ public useStartPosition: boolean;
713
+ public useNoMove: boolean;
714
+ public useSimulationMove: boolean;
715
+ public useAttachedTriggers: boolean;
716
+ constructor();
717
+ public SetLayerMask($mask: UnityEngine.LayerMask): void;
718
+ public SetStartPosition($position: UnityEngine.Vector2): void;
719
+ }
720
+
721
+ class SlideResults {
722
+ protected [__keep_incompatibility]: never;
723
+ public remainingVelocity: UnityEngine.Vector2;
724
+ public position: UnityEngine.Vector2;
725
+ public iterationsUsed: number;
726
+ public slideHit: UnityEngine.RaycastHit2D;
727
+ public surfaceHit: UnityEngine.RaycastHit2D;
728
+ }
729
+
730
+ }
731
+
732
+ class Collider2D extends UnityEngine.Behaviour {
733
+ protected [__keep_incompatibility]: never;
734
+ public density: number;
735
+ public isTrigger: boolean;
736
+ public usedByEffector: boolean;
737
+ public compositeOperation: UnityEngine.Collider2D.CompositeOperation;
738
+ public compositeOrder: number;
739
+ public get composite(): UnityEngine.CompositeCollider2D;
740
+ public offset: UnityEngine.Vector2;
741
+ public get attachedRigidbody(): UnityEngine.Rigidbody2D;
742
+ public get localToWorldMatrix(): UnityEngine.Matrix4x4;
743
+ public get shapeCount(): number;
744
+ public get bounds(): UnityEngine.Bounds;
745
+ public get errorState(): UnityEngine.ColliderErrorState2D;
746
+ public get compositeCapable(): boolean;
747
+ public sharedMaterial: UnityEngine.PhysicsMaterial2D;
748
+ public layerOverridePriority: number;
749
+ public excludeLayers: UnityEngine.LayerMask;
750
+ public includeLayers: UnityEngine.LayerMask;
751
+ public forceSendLayers: UnityEngine.LayerMask;
752
+ public forceReceiveLayers: UnityEngine.LayerMask;
753
+ public contactCaptureLayers: UnityEngine.LayerMask;
754
+ public callbackLayers: UnityEngine.LayerMask;
755
+ public get friction(): number;
756
+ public get bounciness(): number;
757
+ public get frictionCombine(): UnityEngine.PhysicsMaterialCombine2D;
758
+ public get bounceCombine(): UnityEngine.PhysicsMaterialCombine2D;
759
+ public get contactMask(): UnityEngine.LayerMask;
760
+ public usedByComposite: boolean;
761
+ constructor();
762
+ public CreateMesh($useBodyPosition: boolean, $useBodyRotation: boolean): UnityEngine.Mesh;
763
+ public CreateMesh($useBodyPosition: boolean, $useBodyRotation: boolean, $useDelaunay?: boolean): UnityEngine.Mesh;
764
+ public GetShapeHash(): number;
765
+ public GetShapes($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D): number;
766
+ public GetShapes($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D, $shapeIndex: number, $shapeCount?: number): number;
767
+ public GetShapeBounds($bounds: System.Collections.Generic.List$1<UnityEngine.Bounds>, $useRadii: boolean, $useWorldSpace: boolean): UnityEngine.Bounds;
768
+ public CanContact($collider: UnityEngine.Collider2D): boolean;
769
+ public IsTouching($collider: UnityEngine.Collider2D): boolean;
770
+ public IsTouching($collider: UnityEngine.Collider2D, $contactFilter: UnityEngine.ContactFilter2D): boolean;
771
+ public IsTouching($contactFilter: UnityEngine.ContactFilter2D): boolean;
772
+ public IsTouchingLayers(): boolean;
773
+ public IsTouchingLayers($layerMask: number): boolean;
774
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
775
+ public Overlap($contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
776
+ public Overlap($results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
777
+ public Overlap($contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
778
+ public Overlap($position: UnityEngine.Vector2, $angle: number, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
779
+ public Overlap($position: UnityEngine.Vector2, $angle: number, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
780
+ public Cast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
781
+ public Cast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
782
+ public Cast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $ignoreSiblingColliders: boolean): number;
783
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
784
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
785
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $ignoreSiblingColliders: boolean): number;
786
+ public Cast($direction: UnityEngine.Vector2, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number, $ignoreSiblingColliders?: boolean): number;
787
+ public Cast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number, $ignoreSiblingColliders?: boolean): number;
788
+ public Cast($position: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number, $ignoreSiblingColliders?: boolean): number;
789
+ public Cast($position: UnityEngine.Vector2, $angle: number, $direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number, $ignoreSiblingColliders?: boolean): number;
790
+ public Raycast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
791
+ public Raycast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
792
+ public Raycast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number): number;
793
+ public Raycast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number): number;
794
+ public Raycast($direction: UnityEngine.Vector2, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number, $layerMask: number, $minDepth: number, $maxDepth: number): number;
795
+ public Raycast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>): number;
796
+ public Raycast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.RaycastHit2D>, $distance: number): number;
797
+ public Raycast($direction: UnityEngine.Vector2, $contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.RaycastHit2D>, $distance?: number): number;
798
+ public Distance($collider: UnityEngine.Collider2D): UnityEngine.ColliderDistance2D;
799
+ public Distance($thisPosition: UnityEngine.Vector2, $thisAngle: number, $collider: UnityEngine.Collider2D, $position: UnityEngine.Vector2, $angle: number): UnityEngine.ColliderDistance2D;
800
+ public ClosestPoint($position: UnityEngine.Vector2): UnityEngine.Vector2;
801
+ public GetContacts($contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
802
+ public GetContacts($contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
803
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Array$1<UnityEngine.ContactPoint2D>): number;
804
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $contacts: System.Collections.Generic.List$1<UnityEngine.ContactPoint2D>): number;
805
+ public GetContacts($colliders: System.Array$1<UnityEngine.Collider2D>): number;
806
+ public GetContacts($colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
807
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Array$1<UnityEngine.Collider2D>): number;
808
+ public GetContacts($contactFilter: UnityEngine.ContactFilter2D, $colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
809
+ public OverlapCollider($contactFilter: UnityEngine.ContactFilter2D, $results: System.Array$1<UnityEngine.Collider2D>): number;
810
+ public OverlapCollider($contactFilter: UnityEngine.ContactFilter2D, $results: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
811
+ }
812
+ namespace Collider2D {
813
+ enum CompositeOperation {
814
+ None = 0,
815
+ Merge = 1,
816
+ Intersect = 2,
817
+ Difference = 3,
818
+ Flip = 4
819
+ }
820
+
821
+ }
822
+
823
+ class CustomCollider2D extends UnityEngine.Collider2D {
824
+ protected [__keep_incompatibility]: never;
825
+ public get customShapeCount(): number;
826
+ public get customVertexCount(): number;
827
+ constructor();
828
+ public GetCustomShapes($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D): number;
829
+ public GetCustomShapes($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D, $shapeIndex: number, $shapeCount?: number): number;
830
+ public GetCustomShapes($shapes: Unity.Collections.NativeArray$1<UnityEngine.PhysicsShape2D>, $vertices: Unity.Collections.NativeArray$1<UnityEngine.Vector2>): number;
831
+ public SetCustomShapes($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D): void;
832
+ public SetCustomShapes($shapes: Unity.Collections.NativeArray$1<UnityEngine.PhysicsShape2D>, $vertices: Unity.Collections.NativeArray$1<UnityEngine.Vector2>): void;
833
+ public SetCustomShape($physicsShapeGroup: UnityEngine.PhysicsShapeGroup2D, $srcShapeIndex: number, $dstShapeIndex: number): void;
834
+ public SetCustomShape($shapes: Unity.Collections.NativeArray$1<UnityEngine.PhysicsShape2D>, $vertices: Unity.Collections.NativeArray$1<UnityEngine.Vector2>, $srcShapeIndex: number, $dstShapeIndex: number): void;
835
+ public ClearCustomShapes($shapeIndex: number, $shapeCount: number): void;
836
+ public ClearCustomShapes(): void;
837
+ }
838
+
839
+ class CircleCollider2D extends UnityEngine.Collider2D {
840
+ protected [__keep_incompatibility]: never;
841
+ public radius: number;
842
+ constructor();
843
+ }
844
+
845
+ class CapsuleCollider2D extends UnityEngine.Collider2D {
846
+ protected [__keep_incompatibility]: never;
847
+ public size: UnityEngine.Vector2;
848
+ public direction: UnityEngine.CapsuleDirection2D;
849
+ constructor();
850
+ }
851
+
852
+ class EdgeCollider2D extends UnityEngine.Collider2D {
853
+ protected [__keep_incompatibility]: never;
854
+ public edgeRadius: number;
855
+ public get edgeCount(): number;
856
+ public get pointCount(): number;
857
+ public points: System.Array$1<UnityEngine.Vector2>;
858
+ public useAdjacentStartPoint: boolean;
859
+ public useAdjacentEndPoint: boolean;
860
+ public adjacentStartPoint: UnityEngine.Vector2;
861
+ public adjacentEndPoint: UnityEngine.Vector2;
862
+ constructor();
863
+ public Reset(): void;
864
+ public GetPoints($points: System.Collections.Generic.List$1<UnityEngine.Vector2>): number;
865
+ public SetPoints($points: System.Collections.Generic.List$1<UnityEngine.Vector2>): boolean;
866
+ }
867
+
868
+ class BoxCollider2D extends UnityEngine.Collider2D {
869
+ protected [__keep_incompatibility]: never;
870
+ public size: UnityEngine.Vector2;
871
+ public edgeRadius: number;
872
+ public autoTiling: boolean;
873
+ constructor();
874
+ }
875
+
876
+ class PolygonCollider2D extends UnityEngine.Collider2D {
877
+ protected [__keep_incompatibility]: never;
878
+ public useDelaunayMesh: boolean;
879
+ public autoTiling: boolean;
880
+ public points: System.Array$1<UnityEngine.Vector2>;
881
+ public pathCount: number;
882
+ constructor();
883
+ public GetTotalPointCount(): number;
884
+ public GetPath($index: number): System.Array$1<UnityEngine.Vector2>;
885
+ public SetPath($index: number, $points: System.Array$1<UnityEngine.Vector2>): void;
886
+ public GetPath($index: number, $points: System.Collections.Generic.List$1<UnityEngine.Vector2>): number;
887
+ public SetPath($index: number, $points: System.Collections.Generic.List$1<UnityEngine.Vector2>): void;
888
+ public CreatePrimitive($sides: number): void;
889
+ public CreatePrimitive($sides: number, $scale: UnityEngine.Vector2): void;
890
+ public CreatePrimitive($sides: number, $scale: UnityEngine.Vector2, $offset: UnityEngine.Vector2): void;
891
+ public CreateFromSprite($sprite: UnityEngine.Sprite, $detail?: number, $alphaTolerance?: number, $holeDetection?: boolean, $usePhysicsShapes?: boolean): boolean;
892
+ }
893
+
894
+ class CompositeCollider2D extends UnityEngine.Collider2D {
895
+ protected [__keep_incompatibility]: never;
896
+ public geometryType: UnityEngine.CompositeCollider2D.GeometryType;
897
+ public generationType: UnityEngine.CompositeCollider2D.GenerationType;
898
+ public useDelaunayMesh: boolean;
899
+ public vertexDistance: number;
900
+ public edgeRadius: number;
901
+ public offsetDistance: number;
902
+ public get pathCount(): number;
903
+ public get pointCount(): number;
904
+ constructor();
905
+ public GenerateGeometry(): void;
906
+ public GetCompositedColliders($colliders: System.Collections.Generic.List$1<UnityEngine.Collider2D>): number;
907
+ public GetPathPointCount($index: number): number;
908
+ public GetPath($index: number, $points: System.Array$1<UnityEngine.Vector2>): number;
909
+ public GetPath($index: number, $points: System.Collections.Generic.List$1<UnityEngine.Vector2>): number;
910
+ }
911
+ namespace CompositeCollider2D {
912
+ enum GeometryType {
913
+ Outlines = 0,
914
+ Polygons = 1
915
+ }
916
+
917
+ enum GenerationType {
918
+ Synchronous = 0,
919
+ Manual = 1
920
+ }
921
+
922
+ }
923
+
924
+ class Joint2D extends UnityEngine.Behaviour {
925
+ protected [__keep_incompatibility]: never;
926
+ public get attachedRigidbody(): UnityEngine.Rigidbody2D;
927
+ public connectedBody: UnityEngine.Rigidbody2D;
928
+ public enableCollision: boolean;
929
+ public breakForce: number;
930
+ public breakTorque: number;
931
+ public breakAction: UnityEngine.JointBreakAction2D;
932
+ public get reactionForce(): UnityEngine.Vector2;
933
+ public get reactionTorque(): number;
934
+ constructor();
935
+ public GetReactionForce($timeStep: number): UnityEngine.Vector2;
936
+ public GetReactionTorque($timeStep: number): number;
937
+ }
938
+
939
+ class AnchoredJoint2D extends UnityEngine.Joint2D {
940
+ protected [__keep_incompatibility]: never;
941
+ public anchor: UnityEngine.Vector2;
942
+ public connectedAnchor: UnityEngine.Vector2;
943
+ public autoConfigureConnectedAnchor: boolean;
944
+ constructor();
945
+ }
946
+
947
+ class SpringJoint2D extends UnityEngine.AnchoredJoint2D {
948
+ protected [__keep_incompatibility]: never;
949
+ public autoConfigureDistance: boolean;
950
+ public distance: number;
951
+ public dampingRatio: number;
952
+ public frequency: number;
953
+ constructor();
954
+ }
955
+
956
+ class DistanceJoint2D extends UnityEngine.AnchoredJoint2D {
957
+ protected [__keep_incompatibility]: never;
958
+ public autoConfigureDistance: boolean;
959
+ public distance: number;
960
+ public maxDistanceOnly: boolean;
961
+ constructor();
962
+ }
963
+
964
+ class FrictionJoint2D extends UnityEngine.AnchoredJoint2D {
965
+ protected [__keep_incompatibility]: never;
966
+ public maxForce: number;
967
+ public maxTorque: number;
968
+ constructor();
969
+ }
970
+
971
+ class HingeJoint2D extends UnityEngine.AnchoredJoint2D {
972
+ protected [__keep_incompatibility]: never;
973
+ public useMotor: boolean;
974
+ public useLimits: boolean;
975
+ public useConnectedAnchor: boolean;
976
+ public motor: UnityEngine.JointMotor2D;
977
+ public limits: UnityEngine.JointAngleLimits2D;
978
+ public get limitState(): UnityEngine.JointLimitState2D;
979
+ public get referenceAngle(): number;
980
+ public get jointAngle(): number;
981
+ public get jointSpeed(): number;
982
+ constructor();
983
+ public GetMotorTorque($timeStep: number): number;
984
+ }
985
+
986
+ class RelativeJoint2D extends UnityEngine.Joint2D {
987
+ protected [__keep_incompatibility]: never;
988
+ public maxForce: number;
989
+ public maxTorque: number;
990
+ public correctionScale: number;
991
+ public autoConfigureOffset: boolean;
992
+ public linearOffset: UnityEngine.Vector2;
993
+ public angularOffset: number;
994
+ public get target(): UnityEngine.Vector2;
995
+ constructor();
996
+ }
997
+
998
+ class SliderJoint2D extends UnityEngine.AnchoredJoint2D {
999
+ protected [__keep_incompatibility]: never;
1000
+ public autoConfigureAngle: boolean;
1001
+ public angle: number;
1002
+ public useMotor: boolean;
1003
+ public useLimits: boolean;
1004
+ public motor: UnityEngine.JointMotor2D;
1005
+ public limits: UnityEngine.JointTranslationLimits2D;
1006
+ public get limitState(): UnityEngine.JointLimitState2D;
1007
+ public get referenceAngle(): number;
1008
+ public get jointTranslation(): number;
1009
+ public get jointSpeed(): number;
1010
+ constructor();
1011
+ public GetMotorForce($timeStep: number): number;
1012
+ }
1013
+
1014
+ class TargetJoint2D extends UnityEngine.Joint2D {
1015
+ protected [__keep_incompatibility]: never;
1016
+ public anchor: UnityEngine.Vector2;
1017
+ public target: UnityEngine.Vector2;
1018
+ public autoConfigureTarget: boolean;
1019
+ public maxForce: number;
1020
+ public dampingRatio: number;
1021
+ public frequency: number;
1022
+ constructor();
1023
+ }
1024
+
1025
+ class FixedJoint2D extends UnityEngine.AnchoredJoint2D {
1026
+ protected [__keep_incompatibility]: never;
1027
+ public dampingRatio: number;
1028
+ public frequency: number;
1029
+ public get referenceAngle(): number;
1030
+ constructor();
1031
+ }
1032
+
1033
+ class WheelJoint2D extends UnityEngine.AnchoredJoint2D {
1034
+ protected [__keep_incompatibility]: never;
1035
+ public suspension: UnityEngine.JointSuspension2D;
1036
+ public useMotor: boolean;
1037
+ public motor: UnityEngine.JointMotor2D;
1038
+ public get jointTranslation(): number;
1039
+ public get jointLinearSpeed(): number;
1040
+ public get jointSpeed(): number;
1041
+ public get jointAngle(): number;
1042
+ constructor();
1043
+ public GetMotorTorque($timeStep: number): number;
1044
+ }
1045
+
1046
+ class Effector2D extends UnityEngine.Behaviour {
1047
+ protected [__keep_incompatibility]: never;
1048
+ public useColliderMask: boolean;
1049
+ public colliderMask: number;
1050
+ constructor();
1051
+ }
1052
+
1053
+ class AreaEffector2D extends UnityEngine.Effector2D {
1054
+ protected [__keep_incompatibility]: never;
1055
+ public forceAngle: number;
1056
+ public useGlobalAngle: boolean;
1057
+ public forceMagnitude: number;
1058
+ public forceVariation: number;
1059
+ public linearDamping: number;
1060
+ public angularDamping: number;
1061
+ public forceTarget: UnityEngine.EffectorSelection2D;
1062
+ constructor();
1063
+ }
1064
+
1065
+ class BuoyancyEffector2D extends UnityEngine.Effector2D {
1066
+ protected [__keep_incompatibility]: never;
1067
+ public surfaceLevel: number;
1068
+ public density: number;
1069
+ public linearDamping: number;
1070
+ public angularDamping: number;
1071
+ public flowAngle: number;
1072
+ public flowMagnitude: number;
1073
+ public flowVariation: number;
1074
+ constructor();
1075
+ }
1076
+
1077
+ class PointEffector2D extends UnityEngine.Effector2D {
1078
+ protected [__keep_incompatibility]: never;
1079
+ public forceMagnitude: number;
1080
+ public forceVariation: number;
1081
+ public distanceScale: number;
1082
+ public linearDamping: number;
1083
+ public angularDamping: number;
1084
+ public forceSource: UnityEngine.EffectorSelection2D;
1085
+ public forceTarget: UnityEngine.EffectorSelection2D;
1086
+ public forceMode: UnityEngine.EffectorForceMode2D;
1087
+ constructor();
1088
+ }
1089
+
1090
+ class PlatformEffector2D extends UnityEngine.Effector2D {
1091
+ protected [__keep_incompatibility]: never;
1092
+ public useOneWay: boolean;
1093
+ public useOneWayGrouping: boolean;
1094
+ public useSideFriction: boolean;
1095
+ public useSideBounce: boolean;
1096
+ public surfaceArc: number;
1097
+ public sideArc: number;
1098
+ public rotationalOffset: number;
1099
+ constructor();
1100
+ }
1101
+
1102
+ class SurfaceEffector2D extends UnityEngine.Effector2D {
1103
+ protected [__keep_incompatibility]: never;
1104
+ public speed: number;
1105
+ public speedVariation: number;
1106
+ public forceScale: number;
1107
+ public useContactForce: boolean;
1108
+ public useFriction: boolean;
1109
+ public useBounce: boolean;
1110
+ constructor();
1111
+ }
1112
+
1113
+ class PhysicsUpdateBehaviour2D extends UnityEngine.Behaviour {
1114
+ protected [__keep_incompatibility]: never;
1115
+ constructor();
1116
+ }
1117
+
1118
+ class ConstantForce2D extends UnityEngine.PhysicsUpdateBehaviour2D {
1119
+ protected [__keep_incompatibility]: never;
1120
+ public force: UnityEngine.Vector2;
1121
+ public relativeForce: UnityEngine.Vector2;
1122
+ public torque: number;
1123
+ constructor();
1124
+ }
1125
+
1126
+ class PhysicsMaterial2D extends UnityEngine.Object {
1127
+ protected [__keep_incompatibility]: never;
1128
+ public bounciness: number;
1129
+ public friction: number;
1130
+ public frictionCombine: UnityEngine.PhysicsMaterialCombine2D;
1131
+ public bounceCombine: UnityEngine.PhysicsMaterialCombine2D;
1132
+ constructor();
1133
+ constructor($name: string);
1134
+ public static GetCombinedValues($valueA: number, $valueB: number, $materialCombineA: UnityEngine.PhysicsMaterialCombine2D, $materialCombineB: UnityEngine.PhysicsMaterialCombine2D): number;
1135
+ }
1136
+
1137
+ }
1138
+ namespace UnityEngine {
1139
+ namespace LowLevelPhysics2D {
1140
+ class PhysicsLowLevelSettings2D extends UnityEngine.ScriptableObject {
1141
+ protected [__keep_incompatibility]: never;
1142
+ public physicsLayerNames: UnityEngine.LowLevelPhysics2D.PhysicsLayers.LayerNames;
1143
+ public useFullLayers: boolean;
1144
+ public physicsWorldDefinition: UnityEngine.LowLevelPhysics2D.PhysicsWorldDefinition;
1145
+ public physicsBodyDefinition: UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition;
1146
+ public physicsShapeDefinition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition;
1147
+ public physicsChainDefinition: UnityEngine.LowLevelPhysics2D.PhysicsChainDefinition;
1148
+ public concurrentSimulations: number;
1149
+ public lengthUnitsPerMeter: number;
1150
+ public drawInBuild: boolean;
1151
+ public bypassLowLevel: boolean;
1152
+ constructor();
1153
+ }
1154
+
1155
+ class PhysicsDistanceJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsDistanceJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1156
+ protected [__keep_incompatibility]: never;
1157
+ public get isValid(): boolean;
1158
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1159
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1160
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1161
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1162
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1163
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1164
+ public forceThreshold: number;
1165
+ public torqueThreshold: number;
1166
+ public collideConnected: boolean;
1167
+ public tuningFrequency: number;
1168
+ public tuningDamping: number;
1169
+ public drawScale: number;
1170
+ public get currentConstraintForce(): UnityEngine.Vector2;
1171
+ public get currentConstraintTorque(): number;
1172
+ public get currentLinearSeparationError(): number;
1173
+ public get currentAngularSeparationError(): number;
1174
+ public get isOwned(): boolean;
1175
+ public callbackTarget: any;
1176
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1177
+ public distance: number;
1178
+ public get currentDistance(): number;
1179
+ public enableSpring: boolean;
1180
+ public springFrequency: number;
1181
+ public springDamping: number;
1182
+ public springLowerForce: number;
1183
+ public springUpperForce: number;
1184
+ public enableMotor: boolean;
1185
+ public motorSpeed: number;
1186
+ public maxMotorForce: number;
1187
+ public get currentMotorForce(): number;
1188
+ public enableLimit: boolean;
1189
+ public minDistanceLimit: number;
1190
+ public maxDistanceLimit: number;
1191
+ public ToString(): string;
1192
+ public Equals($obj: any): boolean;
1193
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsDistanceJoint): boolean;
1194
+ public GetHashCode(): number;
1195
+ public Destroy($ownerKey?: number): boolean;
1196
+ public WakeBodies(): void;
1197
+ public SetOwner($owner: UnityEngine.Object): number;
1198
+ public GetOwner(): UnityEngine.Object;
1199
+ public Draw(): void;
1200
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsDistanceJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsDistanceJoint;
1201
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1202
+ }
1203
+
1204
+ class PhysicsDistanceJointDefinition {
1205
+ protected [__keep_incompatibility]: never;
1206
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsDistanceJointDefinition;
1207
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1208
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1209
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1210
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1211
+ public distance: number;
1212
+ public enableSpring: boolean;
1213
+ public springFrequency: number;
1214
+ public springDamping: number;
1215
+ public springLowerForce: number;
1216
+ public springUpperForce: number;
1217
+ public enableMotor: boolean;
1218
+ public motorSpeed: number;
1219
+ public maxMotorForce: number;
1220
+ public enableLimit: boolean;
1221
+ public minDistanceLimit: number;
1222
+ public maxDistanceLimit: number;
1223
+ public forceThreshold: number;
1224
+ public torqueThreshold: number;
1225
+ public tuningFrequency: number;
1226
+ public tuningDamping: number;
1227
+ public drawScale: number;
1228
+ public collideConnected: boolean;
1229
+ constructor();
1230
+ constructor($useSettings: boolean);
1231
+ }
1232
+
1233
+ class PhysicsFixedJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsFixedJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1234
+ protected [__keep_incompatibility]: never;
1235
+ public get isValid(): boolean;
1236
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1237
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1238
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1239
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1240
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1241
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1242
+ public forceThreshold: number;
1243
+ public torqueThreshold: number;
1244
+ public collideConnected: boolean;
1245
+ public tuningFrequency: number;
1246
+ public tuningDamping: number;
1247
+ public drawScale: number;
1248
+ public get currentConstraintForce(): UnityEngine.Vector2;
1249
+ public get currentConstraintTorque(): number;
1250
+ public get currentLinearSeparationError(): number;
1251
+ public get currentAngularSeparationError(): number;
1252
+ public get isOwned(): boolean;
1253
+ public callbackTarget: any;
1254
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1255
+ public linearFrequency: number;
1256
+ public linearDamping: number;
1257
+ public angularFrequency: number;
1258
+ public angularDamping: number;
1259
+ constructor($physicsJoint: UnityEngine.LowLevelPhysics2D.PhysicsJoint);
1260
+ public ToString(): string;
1261
+ public Equals($obj: any): boolean;
1262
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsFixedJoint): boolean;
1263
+ public GetHashCode(): number;
1264
+ public Destroy($ownerKey?: number): boolean;
1265
+ public WakeBodies(): void;
1266
+ public SetOwner($owner: UnityEngine.Object): number;
1267
+ public GetOwner(): UnityEngine.Object;
1268
+ public Draw(): void;
1269
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsFixedJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsFixedJoint;
1270
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1271
+ }
1272
+
1273
+ class PhysicsFixedJointDefinition {
1274
+ protected [__keep_incompatibility]: never;
1275
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsFixedJointDefinition;
1276
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1277
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1278
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1279
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1280
+ public linearFrequency: number;
1281
+ public linearDamping: number;
1282
+ public angularFrequency: number;
1283
+ public angularDamping: number;
1284
+ public forceThreshold: number;
1285
+ public torqueThreshold: number;
1286
+ public tuningFrequency: number;
1287
+ public tuningDamping: number;
1288
+ public drawScale: number;
1289
+ public collideConnected: boolean;
1290
+ constructor();
1291
+ constructor($useSettings: boolean);
1292
+ }
1293
+
1294
+ class PhysicsHingeJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsHingeJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1295
+ protected [__keep_incompatibility]: never;
1296
+ public get isValid(): boolean;
1297
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1298
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1299
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1300
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1301
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1302
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1303
+ public forceThreshold: number;
1304
+ public torqueThreshold: number;
1305
+ public collideConnected: boolean;
1306
+ public tuningFrequency: number;
1307
+ public tuningDamping: number;
1308
+ public drawScale: number;
1309
+ public get currentConstraintForce(): UnityEngine.Vector2;
1310
+ public get currentConstraintTorque(): number;
1311
+ public get currentLinearSeparationError(): number;
1312
+ public get currentAngularSeparationError(): number;
1313
+ public get isOwned(): boolean;
1314
+ public callbackTarget: any;
1315
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1316
+ public enableSpring: boolean;
1317
+ public springFrequency: number;
1318
+ public springDamping: number;
1319
+ public springTargetAngle: number;
1320
+ public get angle(): number;
1321
+ public enableMotor: boolean;
1322
+ public motorSpeed: number;
1323
+ public maxMotorTorque: number;
1324
+ public get currentMotorTorque(): number;
1325
+ public enableLimit: boolean;
1326
+ public lowerAngleLimit: number;
1327
+ public upperAngleLimit: number;
1328
+ constructor($physicsJoint: UnityEngine.LowLevelPhysics2D.PhysicsJoint);
1329
+ public ToString(): string;
1330
+ public Equals($obj: any): boolean;
1331
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsHingeJoint): boolean;
1332
+ public GetHashCode(): number;
1333
+ public Destroy($ownerKey?: number): boolean;
1334
+ public WakeBodies(): void;
1335
+ public SetOwner($owner: UnityEngine.Object): number;
1336
+ public GetOwner(): UnityEngine.Object;
1337
+ public Draw(): void;
1338
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsHingeJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsHingeJoint;
1339
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1340
+ }
1341
+
1342
+ class PhysicsHingeJointDefinition {
1343
+ protected [__keep_incompatibility]: never;
1344
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsHingeJointDefinition;
1345
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1346
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1347
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1348
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1349
+ public enableSpring: boolean;
1350
+ public springTargetAngle: number;
1351
+ public springFrequency: number;
1352
+ public springDamping: number;
1353
+ public enableMotor: boolean;
1354
+ public motorSpeed: number;
1355
+ public maxMotorTorque: number;
1356
+ public enableLimit: boolean;
1357
+ public lowerAngleLimit: number;
1358
+ public upperAngleLimit: number;
1359
+ public forceThreshold: number;
1360
+ public torqueThreshold: number;
1361
+ public tuningFrequency: number;
1362
+ public tuningDamping: number;
1363
+ public drawScale: number;
1364
+ public collideConnected: boolean;
1365
+ constructor();
1366
+ constructor($useSettings: boolean);
1367
+ }
1368
+
1369
+ class PhysicsIgnoreJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1370
+ protected [__keep_incompatibility]: never;
1371
+ public get isValid(): boolean;
1372
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1373
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1374
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1375
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1376
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1377
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1378
+ public forceThreshold: number;
1379
+ public torqueThreshold: number;
1380
+ public collideConnected: boolean;
1381
+ public tuningFrequency: number;
1382
+ public tuningDamping: number;
1383
+ public drawScale: number;
1384
+ public get currentConstraintForce(): UnityEngine.Vector2;
1385
+ public get currentConstraintTorque(): number;
1386
+ public get currentLinearSeparationError(): number;
1387
+ public get currentAngularSeparationError(): number;
1388
+ public get isOwned(): boolean;
1389
+ public callbackTarget: any;
1390
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1391
+ constructor($physicsJoint: UnityEngine.LowLevelPhysics2D.PhysicsJoint);
1392
+ public ToString(): string;
1393
+ public Equals($obj: any): boolean;
1394
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJoint): boolean;
1395
+ public GetHashCode(): number;
1396
+ public Destroy($ownerKey?: number): boolean;
1397
+ public WakeBodies(): void;
1398
+ public SetOwner($owner: UnityEngine.Object): number;
1399
+ public GetOwner(): UnityEngine.Object;
1400
+ public Draw(): void;
1401
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJoint;
1402
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1403
+ }
1404
+
1405
+ class PhysicsIgnoreJointDefinition {
1406
+ protected [__keep_incompatibility]: never;
1407
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJointDefinition;
1408
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1409
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1410
+ constructor();
1411
+ }
1412
+
1413
+ class PhysicsJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1414
+ protected [__keep_incompatibility]: never;
1415
+ public get isValid(): boolean;
1416
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1417
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1418
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1419
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1420
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1421
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1422
+ public forceThreshold: number;
1423
+ public torqueThreshold: number;
1424
+ public collideConnected: boolean;
1425
+ public tuningFrequency: number;
1426
+ public tuningDamping: number;
1427
+ public drawScale: number;
1428
+ public get currentConstraintForce(): UnityEngine.Vector2;
1429
+ public get currentConstraintTorque(): number;
1430
+ public get currentLinearSeparationError(): number;
1431
+ public get currentAngularSeparationError(): number;
1432
+ public get isOwned(): boolean;
1433
+ public callbackTarget: any;
1434
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1435
+ public ToString(): string;
1436
+ public Equals($obj: any): boolean;
1437
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsJoint): boolean;
1438
+ public GetHashCode(): number;
1439
+ public Destroy($ownerKey?: number): boolean;
1440
+ public WakeBodies(): void;
1441
+ public SetOwner($owner: UnityEngine.Object): number;
1442
+ public GetOwner(): UnityEngine.Object;
1443
+ public Draw(): void;
1444
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsDistanceJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsDistanceJoint;
1445
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsRelativeJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsRelativeJoint;
1446
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJoint;
1447
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsSliderJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsSliderJoint;
1448
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsHingeJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsHingeJoint;
1449
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsFixedJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsFixedJoint;
1450
+ public static CreateJoint($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsWheelJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsWheelJoint;
1451
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1452
+ }
1453
+ namespace PhysicsJoint {
1454
+ enum JointType {
1455
+ DistanceJoint = 0,
1456
+ IgnoreJoint = 1,
1457
+ RelativeJoint = 2,
1458
+ SliderJoint = 3,
1459
+ HingeJoint = 4,
1460
+ FixedJoint = 5,
1461
+ WheelJoint = 6
1462
+ }
1463
+
1464
+ }
1465
+
1466
+ class PhysicsRelativeJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsRelativeJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1467
+ protected [__keep_incompatibility]: never;
1468
+ public get isValid(): boolean;
1469
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1470
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1471
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1472
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1473
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1474
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1475
+ public forceThreshold: number;
1476
+ public torqueThreshold: number;
1477
+ public collideConnected: boolean;
1478
+ public tuningFrequency: number;
1479
+ public tuningDamping: number;
1480
+ public drawScale: number;
1481
+ public get currentConstraintForce(): UnityEngine.Vector2;
1482
+ public get currentConstraintTorque(): number;
1483
+ public get currentLinearSeparationError(): number;
1484
+ public get currentAngularSeparationError(): number;
1485
+ public get isOwned(): boolean;
1486
+ public callbackTarget: any;
1487
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1488
+ public linearVelocity: UnityEngine.Vector2;
1489
+ public angularVelocity: number;
1490
+ public maxForce: number;
1491
+ public maxTorque: number;
1492
+ public springLinearFrequency: number;
1493
+ public springAngularFrequency: number;
1494
+ public springLinearDamping: number;
1495
+ public springAngularDamping: number;
1496
+ public springMaxForce: number;
1497
+ public springMaxTorque: number;
1498
+ constructor($physicsJoint: UnityEngine.LowLevelPhysics2D.PhysicsJoint);
1499
+ public ToString(): string;
1500
+ public Equals($obj: any): boolean;
1501
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsRelativeJoint): boolean;
1502
+ public GetHashCode(): number;
1503
+ public Destroy($ownerKey?: number): boolean;
1504
+ public WakeBodies(): void;
1505
+ public SetOwner($owner: UnityEngine.Object): number;
1506
+ public GetOwner(): UnityEngine.Object;
1507
+ public Draw(): void;
1508
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsRelativeJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsRelativeJoint;
1509
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1510
+ }
1511
+
1512
+ class PhysicsRelativeJointDefinition {
1513
+ protected [__keep_incompatibility]: never;
1514
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsRelativeJointDefinition;
1515
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1516
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1517
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1518
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1519
+ public linearVelocity: UnityEngine.Vector2;
1520
+ public angularVelocity: number;
1521
+ public maxForce: number;
1522
+ public maxTorque: number;
1523
+ public springLinearFrequency: number;
1524
+ public springAngularFrequency: number;
1525
+ public springLinearDamping: number;
1526
+ public springAngularDamping: number;
1527
+ public springMaxForce: number;
1528
+ public springMaxTorque: number;
1529
+ public forceThreshold: number;
1530
+ public torqueThreshold: number;
1531
+ public tuningFrequency: number;
1532
+ public tuningDamping: number;
1533
+ public drawScale: number;
1534
+ public collideConnected: boolean;
1535
+ constructor();
1536
+ constructor($useSettings: boolean);
1537
+ }
1538
+
1539
+ class PhysicsSliderJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsSliderJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1540
+ protected [__keep_incompatibility]: never;
1541
+ public get isValid(): boolean;
1542
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1543
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1544
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1545
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1546
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1547
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1548
+ public forceThreshold: number;
1549
+ public torqueThreshold: number;
1550
+ public collideConnected: boolean;
1551
+ public tuningFrequency: number;
1552
+ public tuningDamping: number;
1553
+ public drawScale: number;
1554
+ public get currentConstraintForce(): UnityEngine.Vector2;
1555
+ public get currentConstraintTorque(): number;
1556
+ public get currentLinearSeparationError(): number;
1557
+ public get currentAngularSeparationError(): number;
1558
+ public get isOwned(): boolean;
1559
+ public callbackTarget: any;
1560
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1561
+ public enableSpring: boolean;
1562
+ public springFrequency: number;
1563
+ public springDamping: number;
1564
+ public springTargetTranslation: number;
1565
+ public enableMotor: boolean;
1566
+ public motorSpeed: number;
1567
+ public maxMotorForce: number;
1568
+ public get currentMotorForce(): number;
1569
+ public enableLimit: boolean;
1570
+ public lowerTranslationLimit: number;
1571
+ public upperTranslationLimit: number;
1572
+ public get currentTranslation(): number;
1573
+ public get currentSpeed(): number;
1574
+ constructor($physicsJoint: UnityEngine.LowLevelPhysics2D.PhysicsJoint);
1575
+ public ToString(): string;
1576
+ public Equals($obj: any): boolean;
1577
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsSliderJoint): boolean;
1578
+ public GetHashCode(): number;
1579
+ public Destroy($ownerKey?: number): boolean;
1580
+ public WakeBodies(): void;
1581
+ public SetOwner($owner: UnityEngine.Object): number;
1582
+ public GetOwner(): UnityEngine.Object;
1583
+ public Draw(): void;
1584
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsSliderJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsSliderJoint;
1585
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1586
+ }
1587
+
1588
+ class PhysicsSliderJointDefinition {
1589
+ protected [__keep_incompatibility]: never;
1590
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsSliderJointDefinition;
1591
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1592
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1593
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1594
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1595
+ public enableSpring: boolean;
1596
+ public springTargetTranslation: number;
1597
+ public springFrequency: number;
1598
+ public springDamping: number;
1599
+ public enableMotor: boolean;
1600
+ public motorSpeed: number;
1601
+ public maxMotorForce: number;
1602
+ public enableLimit: boolean;
1603
+ public lowerTranslationLimit: number;
1604
+ public upperTranslationLimit: number;
1605
+ public forceThreshold: number;
1606
+ public torqueThreshold: number;
1607
+ public tuningFrequency: number;
1608
+ public tuningDamping: number;
1609
+ public drawScale: number;
1610
+ public collideConnected: boolean;
1611
+ constructor();
1612
+ constructor($useSettings: boolean);
1613
+ }
1614
+
1615
+ class PhysicsWheelJoint implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsWheelJoint>, UnityEngine.LowLevelPhysics2D.IPhysicsJoint {
1616
+ protected [__keep_incompatibility]: never;
1617
+ public get isValid(): boolean;
1618
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1619
+ public get jointType(): UnityEngine.LowLevelPhysics2D.PhysicsJoint.JointType;
1620
+ public get bodyA(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1621
+ public get bodyB(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1622
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1623
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1624
+ public forceThreshold: number;
1625
+ public torqueThreshold: number;
1626
+ public collideConnected: boolean;
1627
+ public tuningFrequency: number;
1628
+ public tuningDamping: number;
1629
+ public drawScale: number;
1630
+ public get currentConstraintForce(): UnityEngine.Vector2;
1631
+ public get currentConstraintTorque(): number;
1632
+ public get currentLinearSeparationError(): number;
1633
+ public get currentAngularSeparationError(): number;
1634
+ public get isOwned(): boolean;
1635
+ public callbackTarget: any;
1636
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1637
+ public enableSpring: boolean;
1638
+ public springFrequency: number;
1639
+ public springDamping: number;
1640
+ public enableMotor: boolean;
1641
+ public motorSpeed: number;
1642
+ public maxMotorTorque: number;
1643
+ public get currentMotorTorque(): number;
1644
+ public enableLimit: boolean;
1645
+ public lowerTranslationLimit: number;
1646
+ public upperTranslationLimit: number;
1647
+ constructor($physicsJoint: UnityEngine.LowLevelPhysics2D.PhysicsJoint);
1648
+ public ToString(): string;
1649
+ public Equals($obj: any): boolean;
1650
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsWheelJoint): boolean;
1651
+ public GetHashCode(): number;
1652
+ public Destroy($ownerKey?: number): boolean;
1653
+ public WakeBodies(): void;
1654
+ public SetOwner($owner: UnityEngine.Object): number;
1655
+ public GetOwner(): UnityEngine.Object;
1656
+ public Draw(): void;
1657
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsWheelJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsWheelJoint;
1658
+ public static DestroyBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
1659
+ }
1660
+
1661
+ class PhysicsWheelJointDefinition {
1662
+ protected [__keep_incompatibility]: never;
1663
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsWheelJointDefinition;
1664
+ public bodyA: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1665
+ public bodyB: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1666
+ public localAnchorA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1667
+ public localAnchorB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1668
+ public enableSpring: boolean;
1669
+ public springFrequency: number;
1670
+ public springDamping: number;
1671
+ public enableMotor: boolean;
1672
+ public motorSpeed: number;
1673
+ public maxMotorTorque: number;
1674
+ public enableLimit: boolean;
1675
+ public lowerTranslationLimit: number;
1676
+ public upperTranslationLimit: number;
1677
+ public forceThreshold: number;
1678
+ public torqueThreshold: number;
1679
+ public tuningFrequency: number;
1680
+ public tuningDamping: number;
1681
+ public drawScale: number;
1682
+ public collideConnected: boolean;
1683
+ constructor();
1684
+ constructor($useSettings: boolean);
1685
+ }
1686
+
1687
+ class PhysicsAABB {
1688
+ protected [__keep_incompatibility]: never;
1689
+ public get isValid(): boolean;
1690
+ public lowerBound: UnityEngine.Vector2;
1691
+ public upperBound: UnityEngine.Vector2;
1692
+ public get center(): UnityEngine.Vector2;
1693
+ public get extents(): UnityEngine.Vector2;
1694
+ public get perimeter(): number;
1695
+ constructor($lowerBound: UnityEngine.Vector2, $upperBound: UnityEngine.Vector2);
1696
+ public Normalized(): void;
1697
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
1698
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
1699
+ public Overlap($aabb: UnityEngine.LowLevelPhysics2D.PhysicsAABB): boolean;
1700
+ public Overlap($point: UnityEngine.Vector2): boolean;
1701
+ public Union($aabb: UnityEngine.LowLevelPhysics2D.PhysicsAABB): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
1702
+ public Contains($aabb: UnityEngine.LowLevelPhysics2D.PhysicsAABB): boolean;
1703
+ public ToString(): string;
1704
+ }
1705
+
1706
+ class PhysicsLayers {
1707
+ protected [__keep_incompatibility]: never;
1708
+ public static readonly InvalidLayerOrdinal: number;
1709
+ public static GetLayerMask(...layerNames: string[]): UnityEngine.LowLevelPhysics2D.PhysicsMask;
1710
+ public static GetLayerOrdinal($layerName: string): number;
1711
+ public static GetLayerName($layerOrdinal: number): string;
1712
+ }
1713
+ namespace PhysicsLayers {
1714
+ class LayerNames implements UnityEngine.ISerializationCallbackReceiver {
1715
+ protected [__keep_incompatibility]: never;
1716
+ constructor();
1717
+ public OnBeforeSerialize(): void;
1718
+ public OnAfterDeserialize(): void;
1719
+ }
1720
+
1721
+ }
1722
+
1723
+ class PhysicsMask implements System.Collections.Generic.IEnumerable$1<number>, System.Collections.IEnumerable {
1724
+ protected [__keep_incompatibility]: never;
1725
+ public bitMask: bigint;
1726
+ public static readonly None: UnityEngine.LowLevelPhysics2D.PhysicsMask;
1727
+ public static readonly One: UnityEngine.LowLevelPhysics2D.PhysicsMask;
1728
+ public static readonly All: UnityEngine.LowLevelPhysics2D.PhysicsMask;
1729
+ constructor(...bitIndicies: number[]);
1730
+ constructor($layerMask: UnityEngine.LayerMask);
1731
+ public ToLayerMask(): UnityEngine.LayerMask;
1732
+ public SetBit($bitIndex: number): void;
1733
+ public ResetBit($bitIndex: number): void;
1734
+ public IsBitSet($bitIndex: number): boolean;
1735
+ public AreBitsSet($physicsMask: UnityEngine.LowLevelPhysics2D.PhysicsMask): boolean;
1736
+ public GetEnumerator(): System.Collections.Generic.IEnumerator$1<number>;
1737
+ public ToString(): string;
1738
+ }
1739
+ namespace PhysicsMask {
1740
+ class ResetBitIterator implements System.Collections.Generic.IEnumerator$1<number>, System.Collections.IEnumerator, System.IDisposable {
1741
+ protected [__keep_incompatibility]: never;
1742
+ constructor($bitMask: UnityEngine.LowLevelPhysics2D.PhysicsMask);
1743
+ }
1744
+
1745
+ class SetBitIterator implements System.Collections.Generic.IEnumerator$1<number>, System.Collections.IEnumerator, System.IDisposable {
1746
+ protected [__keep_incompatibility]: never;
1747
+ constructor($bitMask: UnityEngine.LowLevelPhysics2D.PhysicsMask);
1748
+ }
1749
+
1750
+ class ShowAsPhysicsMaskAttribute extends UnityEngine.PropertyAttribute {
1751
+ protected [__keep_incompatibility]: never;
1752
+ constructor();
1753
+ }
1754
+
1755
+ }
1756
+
1757
+ class PhysicsPlane {
1758
+ protected [__keep_incompatibility]: never;
1759
+ public normal: UnityEngine.Vector2;
1760
+ public offset: number;
1761
+ public get isValid(): boolean;
1762
+ public GetSeparation($point: UnityEngine.Vector2): number;
1763
+ public ToString(): string;
1764
+ }
1765
+
1766
+ class PhysicsRotate implements UnityEngine.ISerializationCallbackReceiver {
1767
+ protected [__keep_incompatibility]: never;
1768
+ public direction: UnityEngine.Vector2;
1769
+ public get cos(): number;
1770
+ public get sin(): number;
1771
+ public get isNormalized(): boolean;
1772
+ public get isValid(): boolean;
1773
+ public get angle(): number;
1774
+ public static get identity(): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1775
+ public static get right(): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1776
+ public static get left(): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1777
+ public static get up(): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1778
+ public static get down(): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1779
+ constructor();
1780
+ constructor($direction: UnityEngine.Vector2);
1781
+ constructor($angle: number);
1782
+ constructor($rotation: UnityEngine.Quaternion, $transformPlane: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane);
1783
+ public GetRelativeAngle($rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate): number;
1784
+ public static UnwindAngle($angle: number): number;
1785
+ public IntegrateRotation($deltaAngle: number): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1786
+ public LerpRotation($rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate, $interval: number): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1787
+ public static LerpRotation($rotationA: UnityEngine.LowLevelPhysics2D.PhysicsRotate, $rotationB: UnityEngine.LowLevelPhysics2D.PhysicsRotate, $interval: number): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1788
+ public AngularVelocity($rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate, $deltaTime: number): number;
1789
+ public static AngularVelocity($rotationA: UnityEngine.LowLevelPhysics2D.PhysicsRotate, $rotationB: UnityEngine.LowLevelPhysics2D.PhysicsRotate, $deltaTime: number): number;
1790
+ public MultiplyRotation($rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1791
+ public InverseMultiplyRotation($rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1792
+ public RotateVector($vector: UnityEngine.Vector2): UnityEngine.Vector2;
1793
+ public InverseRotateVector($vector: UnityEngine.Vector2): UnityEngine.Vector2;
1794
+ public Rotate($deltaAngle: number): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1795
+ public GetMatrix($transformPlane: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Matrix4x4;
1796
+ public Normalized(): UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1797
+ public OnBeforeSerialize(): void;
1798
+ public OnAfterDeserialize(): void;
1799
+ public ToString(): string;
1800
+ }
1801
+
1802
+ class PhysicsTransform {
1803
+ protected [__keep_incompatibility]: never;
1804
+ public position: UnityEngine.Vector2;
1805
+ public rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1806
+ public get isValid(): boolean;
1807
+ public static get identity(): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1808
+ constructor();
1809
+ constructor($position: UnityEngine.Vector2);
1810
+ constructor($position: UnityEngine.Vector2, $rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate);
1811
+ public GetPositionAndRotation($position: $Out<UnityEngine.Vector2>, $rotation: $Out<UnityEngine.LowLevelPhysics2D.PhysicsRotate>): void;
1812
+ public TransformPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
1813
+ public InverseTransformPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
1814
+ public MultiplyTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1815
+ public InverseMultiplyTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1816
+ public ToString(): string;
1817
+ }
1818
+
1819
+ class PhysicsUserData {
1820
+ protected [__keep_incompatibility]: never;
1821
+ public objectValue: UnityEngine.Object;
1822
+ public physicsMaskValue: UnityEngine.LowLevelPhysics2D.PhysicsMask;
1823
+ public floatValue: number;
1824
+ public intValue: number;
1825
+ public int64Value: bigint;
1826
+ public boolValue: boolean;
1827
+ public ToString(): string;
1828
+ }
1829
+
1830
+ class PhysicsBody implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsBody> {
1831
+ protected [__keep_incompatibility]: never;
1832
+ public definition: UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition;
1833
+ public get isValid(): boolean;
1834
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
1835
+ public type: UnityEngine.LowLevelPhysics2D.PhysicsBody.BodyType;
1836
+ public bodyType: UnityEngine.RigidbodyType2D;
1837
+ public constraints: UnityEngine.LowLevelPhysics2D.PhysicsBody.BodyConstraints;
1838
+ public bodyConstraints: UnityEngine.RigidbodyConstraints2D;
1839
+ public position: UnityEngine.Vector2;
1840
+ public rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1841
+ public transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1842
+ public linearVelocity: UnityEngine.Vector2;
1843
+ public angularVelocity: number;
1844
+ public get mass(): number;
1845
+ public get rotationalInertia(): number;
1846
+ public get localCenterOfMass(): UnityEngine.Vector2;
1847
+ public get worldCenterOfMass(): UnityEngine.Vector2;
1848
+ public massConfiguration: UnityEngine.LowLevelPhysics2D.PhysicsBody.MassConfiguration;
1849
+ public linearDamping: number;
1850
+ public angularDamping: number;
1851
+ public gravityScale: number;
1852
+ public awake: boolean;
1853
+ public sleepingAllowed: boolean;
1854
+ public sleepThreshold: number;
1855
+ public enabled: boolean;
1856
+ public fastRotationAllowed: boolean;
1857
+ public fastCollisionsAllowed: boolean;
1858
+ public get isOwned(): boolean;
1859
+ public callbackTarget: any;
1860
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
1861
+ public transformObject: UnityEngine.Transform;
1862
+ public transformWriteMode: UnityEngine.LowLevelPhysics2D.PhysicsBody.TransformWriteMode;
1863
+ public get shapeCount(): number;
1864
+ public get jointCount(): number;
1865
+ public ToString(): string;
1866
+ public Equals($obj: any): boolean;
1867
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsBody): boolean;
1868
+ public GetHashCode(): number;
1869
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1870
+ public static Create($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition): UnityEngine.LowLevelPhysics2D.PhysicsBody;
1871
+ public static CreateBatch($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definition: UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition, $bodyCount: number, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>;
1872
+ public static CreateBatch($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $definitions: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition>, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>;
1873
+ public Destroy($ownerKey?: number): boolean;
1874
+ public static DestroyBatch($bodies: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>): void;
1875
+ public static SetBatchVelocity($batch: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBody.BatchVelocity>): void;
1876
+ public static SetBatchForce($batch: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBody.BatchForce>): void;
1877
+ public static SetBatchImpulse($batch: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBody.BatchImpulse>): void;
1878
+ public static SetBatchTransform($batch: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBody.BatchTransform>): void;
1879
+ public SetTransformTarget($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $deltaTime: number): void;
1880
+ public GetPositionAndRotation3D($transform: UnityEngine.Transform, $transformWriteMode: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformWriteMode, $transformPlane: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane, $position: $Out<UnityEngine.Vector3>, $rotation: $Out<UnityEngine.Quaternion>): void;
1881
+ public SetAndWriteTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): boolean;
1882
+ public GetLocalPoint($worldPoint: UnityEngine.Vector2): UnityEngine.Vector2;
1883
+ public GetWorldPoint($localPoint: UnityEngine.Vector2): UnityEngine.Vector2;
1884
+ public GetLocalVector($worldVector: UnityEngine.Vector2): UnityEngine.Vector2;
1885
+ public GetWorldVector($localVector: UnityEngine.Vector2): UnityEngine.Vector2;
1886
+ public GetLocalPointVelocity($localPoint: UnityEngine.Vector2): UnityEngine.Vector2;
1887
+ public GetWorldPointVelocity($worldPoint: UnityEngine.Vector2): UnityEngine.Vector2;
1888
+ public ApplyMassFromShapes(): void;
1889
+ public ApplyForce($force: UnityEngine.Vector2, $point: UnityEngine.Vector2, $wake?: boolean): void;
1890
+ public ApplyForceToCenter($force: UnityEngine.Vector2, $wake?: boolean): void;
1891
+ public ApplyTorque($torque: number, $wake?: boolean): void;
1892
+ public ApplyLinearImpulse($impulse: UnityEngine.Vector2, $point: UnityEngine.Vector2, $wake?: boolean): void;
1893
+ public ApplyLinearImpulseToCenter($impulse: UnityEngine.Vector2, $wake?: boolean): void;
1894
+ public ApplyAngularImpulse($impulse: number, $wake?: boolean): void;
1895
+ public ClearForces(): void;
1896
+ public WakeTouching(): void;
1897
+ public SetContactEvents($contactEvents: boolean): void;
1898
+ public SetHitEvents($hitEvents: boolean): void;
1899
+ public SetOwner($owner: UnityEngine.Object): number;
1900
+ public GetOwner(): UnityEngine.Object;
1901
+ public GetShapes($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
1902
+ public GetJoints($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>;
1903
+ public GetContacts($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape.Contact>;
1904
+ public GetAABB(): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
1905
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1906
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1907
+ public CreateShapeBatch($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CircleGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
1908
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1909
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1910
+ public CreateShapeBatch($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
1911
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1912
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1913
+ public CreateShapeBatch($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CapsuleGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
1914
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1915
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1916
+ public CreateShapeBatch($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.SegmentGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
1917
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1918
+ public CreateShape($geometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
1919
+ public CreateShapeBatch($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
1920
+ public CreateChain($geometry: UnityEngine.LowLevelPhysics2D.ChainGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsChainDefinition): UnityEngine.LowLevelPhysics2D.PhysicsChain;
1921
+ public Draw(): void;
1922
+ }
1923
+ namespace PhysicsBody {
1924
+ enum BodyType {
1925
+ Dynamic = 0,
1926
+ Kinematic = 1,
1927
+ Static = 2
1928
+ }
1929
+
1930
+ enum BodyConstraints {
1931
+ None = 0,
1932
+ PositionX = 1,
1933
+ PositionY = 2,
1934
+ Position = 3,
1935
+ Rotation = 4,
1936
+ All = 7
1937
+ }
1938
+
1939
+ enum TransformWriteMode {
1940
+ Current = 0,
1941
+ Interpolate = 1,
1942
+ Extrapolate = 2,
1943
+ Off = 3
1944
+ }
1945
+
1946
+ class TransformWriteTween {
1947
+ protected [__keep_incompatibility]: never;
1948
+ public body: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1949
+ public transformWriteMode: UnityEngine.LowLevelPhysics2D.PhysicsBody.TransformWriteMode;
1950
+ public physicsTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1951
+ public linearVelocity: UnityEngine.Vector2;
1952
+ public angularVelocity: number;
1953
+ public positionFrom: UnityEngine.Vector3;
1954
+ public rotationFrom: UnityEngine.Quaternion;
1955
+ }
1956
+
1957
+ class MassConfiguration {
1958
+ protected [__keep_incompatibility]: never;
1959
+ public mass: number;
1960
+ public center: UnityEngine.Vector2;
1961
+ public rotationalInertia: number;
1962
+ }
1963
+
1964
+ class BatchVelocity {
1965
+ protected [__keep_incompatibility]: never;
1966
+ public physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1967
+ public linearVelocity: UnityEngine.Vector2;
1968
+ public angularVelocity: number;
1969
+ constructor($physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody);
1970
+ }
1971
+
1972
+ class BatchForce {
1973
+ protected [__keep_incompatibility]: never;
1974
+ public physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1975
+ constructor($physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody);
1976
+ public ApplyForce($force: UnityEngine.Vector2, $point: UnityEngine.Vector2, $wake?: boolean): void;
1977
+ public ApplyForceToCenter($force: UnityEngine.Vector2, $wake?: boolean): void;
1978
+ public ApplyTorque($torque: number, $wake?: boolean): void;
1979
+ }
1980
+
1981
+ class BatchImpulse {
1982
+ protected [__keep_incompatibility]: never;
1983
+ public physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1984
+ constructor($physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody);
1985
+ public ApplyLinearImpulse($impulse: UnityEngine.Vector2, $point: UnityEngine.Vector2, $wake?: boolean): void;
1986
+ public ApplyLinearImpulseToCenter($impulse: UnityEngine.Vector2, $wake?: boolean): void;
1987
+ public ApplyAngularImpulse($impulse: number, $wake?: boolean): void;
1988
+ }
1989
+
1990
+ class BatchTransform {
1991
+ protected [__keep_incompatibility]: never;
1992
+ public physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody;
1993
+ public position: UnityEngine.Vector2;
1994
+ public rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate;
1995
+ public transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
1996
+ constructor($physicsBody: UnityEngine.LowLevelPhysics2D.PhysicsBody);
1997
+ }
1998
+
1999
+ }
2000
+
2001
+ class PhysicsBodyDefinition {
2002
+ protected [__keep_incompatibility]: never;
2003
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition;
2004
+ public type: UnityEngine.LowLevelPhysics2D.PhysicsBody.BodyType;
2005
+ public bodyType: UnityEngine.RigidbodyType2D;
2006
+ public constraints: UnityEngine.LowLevelPhysics2D.PhysicsBody.BodyConstraints;
2007
+ public bodyConstraints: UnityEngine.RigidbodyConstraints2D;
2008
+ public transformWriteMode: UnityEngine.LowLevelPhysics2D.PhysicsBody.TransformWriteMode;
2009
+ public position: UnityEngine.Vector2;
2010
+ public rotation: UnityEngine.LowLevelPhysics2D.PhysicsRotate;
2011
+ public linearVelocity: UnityEngine.Vector2;
2012
+ public angularVelocity: number;
2013
+ public linearDamping: number;
2014
+ public angularDamping: number;
2015
+ public gravityScale: number;
2016
+ public sleepThreshold: number;
2017
+ public fastRotationAllowed: boolean;
2018
+ public fastCollisionsAllowed: boolean;
2019
+ public sleepingAllowed: boolean;
2020
+ public awake: boolean;
2021
+ public enabled: boolean;
2022
+ constructor();
2023
+ constructor($useSettings: boolean);
2024
+ }
2025
+
2026
+ class PhysicsCallbacks {
2027
+ protected [__keep_incompatibility]: never;
2028
+ }
2029
+ namespace PhysicsCallbacks {
2030
+ interface IBodyUpdateCallback {
2031
+ OnBodyUpdate2D($bodyUpdateEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.BodyUpdateEvent): void;
2032
+ }
2033
+
2034
+ interface IContactFilterCallback {
2035
+ OnContactFilter2D($contactFilterEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactFilterEvent): boolean;
2036
+ }
2037
+
2038
+ interface IPreSolveCallback {
2039
+ OnPreSolve2D($preSolveEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.PreSolveEvent): boolean;
2040
+ }
2041
+
2042
+ interface ITriggerCallback {
2043
+ OnTriggerBegin2D($beginEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.TriggerBeginEvent): void;
2044
+ OnTriggerEnd2D($endEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.TriggerEndEvent): void;
2045
+ }
2046
+
2047
+ interface IContactCallback {
2048
+ OnContactBegin2D($beginEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactBeginEvent): void;
2049
+ OnContactEnd2D($endEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactEndEvent): void;
2050
+ }
2051
+
2052
+ interface IJointThresholdCallback {
2053
+ OnJointThreshold2D($thresholdEvent: UnityEngine.LowLevelPhysics2D.PhysicsEvents.JointThresholdEvent): void;
2054
+ }
2055
+
2056
+ class BodyUpdateCallbackTargets implements System.IDisposable {
2057
+ protected [__keep_incompatibility]: never;
2058
+ public get bodyUpdateCallbackTargets(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.BodyUpdateCallbackTargets.BodyUpdateTarget>;
2059
+ public Dispose(): void;
2060
+ }
2061
+ namespace BodyUpdateCallbackTargets {
2062
+ class BodyUpdateTarget {
2063
+ protected [__keep_incompatibility]: never;
2064
+ public get bodyUpdateEvent(): UnityEngine.LowLevelPhysics2D.PhysicsEvents.BodyUpdateEvent;
2065
+ public get bodyTarget(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.IBodyUpdateCallback;
2066
+ }
2067
+
2068
+ }
2069
+
2070
+ class TriggerCallbackTargets implements System.IDisposable {
2071
+ protected [__keep_incompatibility]: never;
2072
+ public get BeginCallbackTargets(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.TriggerCallbackTargets.TriggerBeginTarget>;
2073
+ public get EndCallbackTargets(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.TriggerCallbackTargets.TriggerEndTarget>;
2074
+ public Dispose(): void;
2075
+ }
2076
+ namespace TriggerCallbackTargets {
2077
+ class TriggerBeginTarget {
2078
+ protected [__keep_incompatibility]: never;
2079
+ public get beginEvent(): UnityEngine.LowLevelPhysics2D.PhysicsEvents.TriggerBeginEvent;
2080
+ public get triggerShapeTarget(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ITriggerCallback;
2081
+ public get visitorShapeTarget(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ITriggerCallback;
2082
+ }
2083
+
2084
+ class TriggerEndTarget {
2085
+ protected [__keep_incompatibility]: never;
2086
+ public get endEvent(): UnityEngine.LowLevelPhysics2D.PhysicsEvents.TriggerEndEvent;
2087
+ public get triggerShapeTarget(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ITriggerCallback;
2088
+ public get visitorShapeTarget(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ITriggerCallback;
2089
+ }
2090
+
2091
+ }
2092
+
2093
+ class ContactCallbackTargets implements System.IDisposable {
2094
+ protected [__keep_incompatibility]: never;
2095
+ public get BeginCallbackTargets(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ContactCallbackTargets.ContactBeginTarget>;
2096
+ public get EndCallbackTargets(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ContactCallbackTargets.ContactEndTarget>;
2097
+ public Dispose(): void;
2098
+ }
2099
+ namespace ContactCallbackTargets {
2100
+ class ContactBeginTarget {
2101
+ protected [__keep_incompatibility]: never;
2102
+ public get beginEvent(): UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactBeginEvent;
2103
+ public get shapeTargetA(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.IContactCallback;
2104
+ public get shapeTargetB(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.IContactCallback;
2105
+ }
2106
+
2107
+ class ContactEndTarget {
2108
+ protected [__keep_incompatibility]: never;
2109
+ public get endEvent(): UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactEndEvent;
2110
+ public get shapeTargetA(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.IContactCallback;
2111
+ public get shapeTargetB(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.IContactCallback;
2112
+ }
2113
+
2114
+ }
2115
+
2116
+ class JointThresholdCallbackTargets implements System.IDisposable {
2117
+ protected [__keep_incompatibility]: never;
2118
+ public get jointThresholdCallbackTargets(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.JointThresholdCallbackTargets.JointThresholdTarget>;
2119
+ public Dispose(): void;
2120
+ }
2121
+ namespace JointThresholdCallbackTargets {
2122
+ class JointThresholdTarget {
2123
+ protected [__keep_incompatibility]: never;
2124
+ public get jointThresholdEvent(): UnityEngine.LowLevelPhysics2D.PhysicsEvents.JointThresholdEvent;
2125
+ public get jointTarget(): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.IJointThresholdCallback;
2126
+ }
2127
+
2128
+ }
2129
+
2130
+ }
2131
+
2132
+ class PhysicsChain implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsChain> {
2133
+ protected [__keep_incompatibility]: never;
2134
+ public get isValid(): boolean;
2135
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
2136
+ public get body(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
2137
+ public get aabb(): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2138
+ public friction: number;
2139
+ public bounciness: number;
2140
+ public frictionMixing: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial.MixingMode;
2141
+ public frictionCombine: UnityEngine.PhysicsMaterialCombine2D;
2142
+ public bouncinessMixing: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial.MixingMode;
2143
+ public bouncinessCombine: UnityEngine.PhysicsMaterialCombine2D;
2144
+ public get segmentCount(): number;
2145
+ public get isOwned(): boolean;
2146
+ public callbackTarget: any;
2147
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
2148
+ public ToString(): string;
2149
+ public Equals($obj: any): boolean;
2150
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsChain): boolean;
2151
+ public GetHashCode(): number;
2152
+ public static Create($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.ChainGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsChainDefinition): UnityEngine.LowLevelPhysics2D.PhysicsChain;
2153
+ public Destroy($ownerKey?: number): boolean;
2154
+ public ClosestPoint($point: UnityEngine.Vector2, $chainSegmentShape: $Out<UnityEngine.LowLevelPhysics2D.PhysicsShape>): UnityEngine.Vector2;
2155
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput, $chainSegmentShape: $Out<UnityEngine.LowLevelPhysics2D.PhysicsShape>): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2156
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput, $chainSegmentShape: $Out<UnityEngine.LowLevelPhysics2D.PhysicsShape>): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2157
+ public GetSegments($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2158
+ public GetSegmentIndex($chainSegmentShape: UnityEngine.LowLevelPhysics2D.PhysicsShape): number;
2159
+ public SetOwner($owner: UnityEngine.Object): number;
2160
+ public GetOwner(): UnityEngine.Object;
2161
+ }
2162
+
2163
+ class PhysicsChainDefinition {
2164
+ protected [__keep_incompatibility]: never;
2165
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsChainDefinition;
2166
+ public surfaceMaterial: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial;
2167
+ public contactFilter: UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactFilter;
2168
+ public isLoop: boolean;
2169
+ public triggerEvents: boolean;
2170
+ constructor();
2171
+ constructor($useSettings: boolean);
2172
+ }
2173
+
2174
+ class PhysicsComposer implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsComposer> {
2175
+ protected [__keep_incompatibility]: never;
2176
+ public static readonly DefaultCurveStride: number;
2177
+ public static readonly MinCurveStride: number;
2178
+ public get isValid(): boolean;
2179
+ public useDelaunay: boolean;
2180
+ public maxPolygonVertices: number;
2181
+ public get layerCount(): number;
2182
+ public get layerHandles(): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle>;
2183
+ public get rejectedGeometryCount(): number;
2184
+ public ToString(): string;
2185
+ public Equals($obj: any): boolean;
2186
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsComposer): boolean;
2187
+ public GetHashCode(): number;
2188
+ public static Create($allocator?: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsComposer;
2189
+ public Destroy(): boolean;
2190
+ public AddLayer($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2191
+ public AddLayer($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CircleGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2192
+ public AddLayer($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2193
+ public AddLayer($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CapsuleGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2194
+ public AddLayer($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2195
+ public AddLayer($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2196
+ public AddLayer($shape: UnityEngine.LowLevelPhysics2D.PhysicsShape, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2197
+ public AddLayer($shapes: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $curveStride?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2198
+ public AddLayer($vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $operation?: UnityEngine.LowLevelPhysics2D.PhysicsComposer.Operation, $order?: number, $reverseWinding?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle;
2199
+ public RemoveLayer($layerHandle: UnityEngine.LowLevelPhysics2D.PhysicsComposer.LayerHandle): void;
2200
+ public CreatePolygonGeometry($vertexScale: UnityEngine.Vector2, $allocator: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>;
2201
+ public CreateConvexHulls($vertexScale: UnityEngine.Vector2, $allocator: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry.ConvexHull>;
2202
+ public CreateChainGeometry($vertices: $Out<Unity.Collections.NativeArray$1<UnityEngine.Vector2>>, $vertexScale: UnityEngine.Vector2, $allocator: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.ChainGeometry>;
2203
+ }
2204
+ namespace PhysicsComposer {
2205
+ class LayerHandle {
2206
+ protected [__keep_incompatibility]: never;
2207
+ public ToString(): string;
2208
+ }
2209
+
2210
+ enum Operation {
2211
+ OR = 0,
2212
+ AND = 1,
2213
+ NOT = 2,
2214
+ XOR = 3
2215
+ }
2216
+
2217
+ }
2218
+
2219
+ class PhysicsConstants {
2220
+ protected [__keep_incompatibility]: never;
2221
+ public static readonly MaxWorlds: number;
2222
+ public static readonly MaxWorkers: number;
2223
+ public static readonly MaxPolygonVertices: number;
2224
+ }
2225
+
2226
+ class PhysicsDestructor {
2227
+ protected [__keep_incompatibility]: never;
2228
+ public static Fragment($target: UnityEngine.LowLevelPhysics2D.PhysicsDestructor.FragmentGeometry, $fragmentPoints: System.ReadOnlySpan$1<UnityEngine.Vector2>, $allocator: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsDestructor.FragmentResult;
2229
+ public static Fragment($target: UnityEngine.LowLevelPhysics2D.PhysicsDestructor.FragmentGeometry, $mask: UnityEngine.LowLevelPhysics2D.PhysicsDestructor.FragmentGeometry, $fragmentPoints: System.ReadOnlySpan$1<UnityEngine.Vector2>, $allocator: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsDestructor.FragmentResult;
2230
+ public static Slice($target: UnityEngine.LowLevelPhysics2D.PhysicsDestructor.FragmentGeometry, $origin: UnityEngine.Vector2, $translation: UnityEngine.Vector2, $allocator: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsDestructor.SliceResult;
2231
+ }
2232
+ namespace PhysicsDestructor {
2233
+ class FragmentGeometry {
2234
+ protected [__keep_incompatibility]: never;
2235
+ constructor($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>);
2236
+ }
2237
+
2238
+ class FragmentResult implements System.IDisposable {
2239
+ protected [__keep_incompatibility]: never;
2240
+ public get transform(): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2241
+ public get unbrokenGeometry(): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>;
2242
+ public get brokenGeometry(): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>;
2243
+ public Dispose(): void;
2244
+ }
2245
+
2246
+ class SliceResult implements System.IDisposable {
2247
+ protected [__keep_incompatibility]: never;
2248
+ public get transform(): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2249
+ public get leftGeometry(): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>;
2250
+ public get rightGeometry(): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>;
2251
+ public Dispose(): void;
2252
+ }
2253
+
2254
+ }
2255
+
2256
+ class PhysicsEvents {
2257
+ protected [__keep_incompatibility]: never;
2258
+ public static add_PreSimulate(handler: UnityEngine.LowLevelPhysics2D.PhysicsEvents.PreSimulateEventHandler): void;
2259
+ public static remove_PreSimulate(handler: UnityEngine.LowLevelPhysics2D.PhysicsEvents.PreSimulateEventHandler): void;
2260
+ public static add_PostSimulate(handler: UnityEngine.LowLevelPhysics2D.PhysicsEvents.PreSimulateEventHandler): void;
2261
+ public static remove_PostSimulate(handler: UnityEngine.LowLevelPhysics2D.PhysicsEvents.PreSimulateEventHandler): void;
2262
+ }
2263
+ namespace PhysicsEvents {
2264
+ class BodyUpdateEvent {
2265
+ protected [__keep_incompatibility]: never;
2266
+ public get transform(): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2267
+ public get body(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
2268
+ public get fellAsleep(): boolean;
2269
+ public ToString(): string;
2270
+ }
2271
+
2272
+ class TriggerBeginEvent {
2273
+ protected [__keep_incompatibility]: never;
2274
+ public get triggerShape(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2275
+ public get visitorShape(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2276
+ public ToString(): string;
2277
+ }
2278
+
2279
+ class TriggerEndEvent {
2280
+ protected [__keep_incompatibility]: never;
2281
+ public get triggerShape(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2282
+ public get visitorShape(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2283
+ public ToString(): string;
2284
+ }
2285
+
2286
+ class ContactBeginEvent {
2287
+ protected [__keep_incompatibility]: never;
2288
+ public get shapeA(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2289
+ public get shapeB(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2290
+ public get contactId(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactId;
2291
+ public ToString(): string;
2292
+ }
2293
+
2294
+ class ContactEndEvent {
2295
+ protected [__keep_incompatibility]: never;
2296
+ public get shapeA(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2297
+ public get shapeB(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2298
+ public get contactId(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactId;
2299
+ public ToString(): string;
2300
+ }
2301
+
2302
+ class ContactHitEvent {
2303
+ protected [__keep_incompatibility]: never;
2304
+ public get shapeA(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2305
+ public get shapeB(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2306
+ public get point(): UnityEngine.Vector2;
2307
+ public get normal(): UnityEngine.Vector2;
2308
+ public get approachSpeed(): number;
2309
+ public ToString(): string;
2310
+ }
2311
+
2312
+ class ContactFilterEvent {
2313
+ protected [__keep_incompatibility]: never;
2314
+ public get physicsWorld(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
2315
+ public get shapeA(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2316
+ public get shapeB(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2317
+ public ToString(): string;
2318
+ }
2319
+
2320
+ class PreSolveEvent {
2321
+ protected [__keep_incompatibility]: never;
2322
+ public get physicsWorld(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
2323
+ public get shapeA(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2324
+ public get shapeB(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2325
+ public get point(): UnityEngine.Vector2;
2326
+ public get normal(): UnityEngine.Vector2;
2327
+ public ToString(): string;
2328
+ }
2329
+
2330
+ class JointThresholdEvent {
2331
+ protected [__keep_incompatibility]: never;
2332
+ public get joint(): UnityEngine.LowLevelPhysics2D.PhysicsJoint;
2333
+ public ToString(): string;
2334
+ }
2335
+
2336
+ interface PreSimulateEventHandler {
2337
+ ($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $deltaTime: number): void;
2338
+ Invoke?: ($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $deltaTime: number) => void;
2339
+ }
2340
+ var PreSimulateEventHandler: { new (func: ($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $deltaTime: number) => void): PreSimulateEventHandler; };
2341
+
2342
+ interface PostSimulateEventHandler {
2343
+ ($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $deltaTime: number): void;
2344
+ Invoke?: ($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $deltaTime: number) => void;
2345
+ }
2346
+ var PostSimulateEventHandler: { new (func: ($world: UnityEngine.LowLevelPhysics2D.PhysicsWorld, $deltaTime: number) => void): PostSimulateEventHandler; };
2347
+
2348
+ }
2349
+
2350
+ class CircleGeometry {
2351
+ protected [__keep_incompatibility]: never;
2352
+ public static readonly defaultGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry;
2353
+ public get isValid(): boolean;
2354
+ public center: UnityEngine.Vector2;
2355
+ public radius: number;
2356
+ constructor();
2357
+ public static Create($radius: number): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2358
+ public static Create($radius: number, $center: UnityEngine.Vector2): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2359
+ public CalculateMassConfiguration($density?: number): UnityEngine.LowLevelPhysics2D.PhysicsBody.MassConfiguration;
2360
+ public CalculateAABB($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2361
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
2362
+ public ClosestPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
2363
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2364
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2365
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2366
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2367
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2368
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2369
+ public Transform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2370
+ public InverseTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2371
+ public Transform($transform: UnityEngine.Matrix4x4, $scaleRadius: boolean): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2372
+ public InverseTransform($transform: UnityEngine.Matrix4x4, $scaleRadius: boolean): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2373
+ }
2374
+
2375
+ class CapsuleGeometry {
2376
+ protected [__keep_incompatibility]: never;
2377
+ public static readonly defaultGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2378
+ public get isValid(): boolean;
2379
+ public center1: UnityEngine.Vector2;
2380
+ public center2: UnityEngine.Vector2;
2381
+ public radius: number;
2382
+ constructor();
2383
+ public static Create($center1: UnityEngine.Vector2, $center2: UnityEngine.Vector2, $radius: number): UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2384
+ public CalculateMassConfiguration($density?: number): UnityEngine.LowLevelPhysics2D.PhysicsBody.MassConfiguration;
2385
+ public CalculateAABB($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2386
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
2387
+ public ClosestPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
2388
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2389
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2390
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2391
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2392
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2393
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2394
+ public Transform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2395
+ public InverseTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2396
+ public Transform($transform: UnityEngine.Matrix4x4, $scaleRadius: boolean): UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2397
+ public InverseTransform($transform: UnityEngine.Matrix4x4, $scaleRadius: boolean): UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2398
+ }
2399
+
2400
+ class PolygonGeometry {
2401
+ protected [__keep_incompatibility]: never;
2402
+ public static readonly defaultGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2403
+ public vertices: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeArray;
2404
+ public normals: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeArray;
2405
+ public get isValid(): boolean;
2406
+ public centroid: UnityEngine.Vector2;
2407
+ public radius: number;
2408
+ public count: number;
2409
+ constructor();
2410
+ public static CreateBox($size: UnityEngine.Vector2, $radius?: number, $inscribe?: boolean): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2411
+ public static CreatePolygons($vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $vertexScale: UnityEngine.Vector2, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>;
2412
+ public static CreateBox($size: UnityEngine.Vector2, $radius: number, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $inscribe?: boolean): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2413
+ public static Create($vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>, $radius?: number): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2414
+ public static Create($vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>, $radius: number, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2415
+ public static Create($vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>, $radius: number, $transform: UnityEngine.Matrix4x4): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2416
+ public static Create($convexHull: $Ref<UnityEngine.LowLevelPhysics2D.PolygonGeometry.ConvexHull>, $radius: number): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2417
+ public static InsertVertex($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $index: number, $vertex: UnityEngine.Vector2): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2418
+ public static DeleteVertex($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $index: number): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2419
+ public AsReadOnlySpan(): System.ReadOnlySpan$1<UnityEngine.Vector2>;
2420
+ public Validate(): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2421
+ public CalculateMassConfiguration($density?: number): UnityEngine.LowLevelPhysics2D.PhysicsBody.MassConfiguration;
2422
+ public CalculateAABB($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2423
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
2424
+ public ClosestPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
2425
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2426
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2427
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2428
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2429
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2430
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2431
+ public Transform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2432
+ public InverseTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2433
+ public Transform($transform: UnityEngine.Matrix4x4, $scaleRadius: boolean): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2434
+ public InverseTransform($transform: UnityEngine.Matrix4x4, $scaleRadius: boolean): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2435
+ }
2436
+ namespace PolygonGeometry {
2437
+ class ConvexHull {
2438
+ protected [__keep_incompatibility]: never;
2439
+ public vertices: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeArray;
2440
+ public count: number;
2441
+ public AsReadOnlySpan(): System.ReadOnlySpan$1<UnityEngine.Vector2>;
2442
+ }
2443
+
2444
+ }
2445
+
2446
+ class SegmentGeometry {
2447
+ protected [__keep_incompatibility]: never;
2448
+ public static readonly defaultGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2449
+ public get isValid(): boolean;
2450
+ public point1: UnityEngine.Vector2;
2451
+ public point2: UnityEngine.Vector2;
2452
+ public get midPoint(): UnityEngine.Vector2;
2453
+ public get forward(): UnityEngine.Vector2;
2454
+ public get backward(): UnityEngine.Vector2;
2455
+ constructor();
2456
+ public static Create($point1: UnityEngine.Vector2, $point2: UnityEngine.Vector2): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2457
+ public CalculateAABB($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2458
+ public ClosestPoint($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $point: UnityEngine.Vector2): UnityEngine.Vector2;
2459
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput, $oneSided?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2460
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2461
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2462
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2463
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2464
+ public Transform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2465
+ public InverseTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2466
+ public Transform($transform: UnityEngine.Matrix4x4): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2467
+ public InverseTransform($transform: UnityEngine.Matrix4x4): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2468
+ public Scale($scale: number): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2469
+ }
2470
+
2471
+ class ChainSegmentGeometry {
2472
+ protected [__keep_incompatibility]: never;
2473
+ public static readonly defaultGeometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry;
2474
+ public get isValid(): boolean;
2475
+ public ghost1: UnityEngine.Vector2;
2476
+ public segment: UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2477
+ public ghost2: UnityEngine.Vector2;
2478
+ constructor();
2479
+ constructor($segmentGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $ghost1: UnityEngine.Vector2, $ghost2: UnityEngine.Vector2);
2480
+ public CalculateAABB($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2481
+ public ClosestPoint($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $point: UnityEngine.Vector2): UnityEngine.Vector2;
2482
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput, $oneSided: boolean): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2483
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2484
+ public Transform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry;
2485
+ public InverseTransform($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry;
2486
+ public Transform($transform: UnityEngine.Matrix4x4): UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry;
2487
+ public InverseTransform($transform: UnityEngine.Matrix4x4): UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry;
2488
+ }
2489
+
2490
+ class ChainGeometry {
2491
+ protected [__keep_incompatibility]: never;
2492
+ public get isValid(): boolean;
2493
+ public get vertices(): System.ReadOnlySpan$1<UnityEngine.Vector2>;
2494
+ constructor($vertices: Unity.Collections.NativeArray$1<UnityEngine.Vector2>);
2495
+ constructor($vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>);
2496
+ public CalculateAABB($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2497
+ public ClosestPoint($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $point: UnityEngine.Vector2): UnityEngine.Vector2;
2498
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput, $oneSided?: boolean): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2499
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2500
+ }
2501
+
2502
+ class PhysicsMath {
2503
+ protected [__keep_incompatibility]: never;
2504
+ public static get PI(): number;
2505
+ public static get TAU(): number;
2506
+ public static ToDegrees($radians: number): number;
2507
+ public static ToRadians($degrees: number): number;
2508
+ public static Atan2($y: number, $x: number): number;
2509
+ public static CosSin($angle: number, $cosine: $Out<number>, $sine: $Out<number>): void;
2510
+ public static SpringDamper($frequency: number, $damping: number, $translation: number, $speed: number, $deltaTime: number): number;
2511
+ public static MinAbsComponent($vector: UnityEngine.Vector2): number;
2512
+ public static MinAbsComponent($vector: UnityEngine.Vector3): number;
2513
+ public static MaxAbsComponent($vector: UnityEngine.Vector2): number;
2514
+ public static MaxAbsComponent($vector: UnityEngine.Vector3): number;
2515
+ public static GetTranslationAxes($transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector3;
2516
+ public static GetTranslationIgnoredAxes($transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector3;
2517
+ public static GetTranslationIgnoredAxis($position: UnityEngine.Vector3, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): number;
2518
+ public static GetRotationAxes($transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector3;
2519
+ public static GetRotationIgnoredAxes($transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector3;
2520
+ public static GetRelativeMatrix($transformFrom: UnityEngine.Transform, $transformTo: UnityEngine.Transform, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane, $useScale?: boolean): UnityEngine.Matrix4x4;
2521
+ public static Swizzle($position: UnityEngine.Vector3, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector3;
2522
+ public static Swizzle($position: UnityEngine.Vector4, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector4;
2523
+ public static Swizzle($matrix: UnityEngine.Matrix4x4, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Matrix4x4;
2524
+ public static ToPosition3D($position: UnityEngine.Vector2, $reference: UnityEngine.Vector3, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector3;
2525
+ public static ToPosition2D($position: UnityEngine.Vector3, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Vector2;
2526
+ public static ToRotation2D($quaternion: UnityEngine.Quaternion, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): number;
2527
+ public static ToPhysicsTransform($transform: UnityEngine.Transform, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2528
+ public static AngularVelocityToQuaternion($angularVelocity: number, $deltaTime: number, $transformPlane: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Quaternion;
2529
+ public static ToRotationFast3D($angle: number, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Quaternion;
2530
+ public static ToRotationSlow3D($angle: number, $reference: UnityEngine.Quaternion, $transformPlane?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane): UnityEngine.Quaternion;
2531
+ }
2532
+
2533
+ class PhysicsQuery {
2534
+ protected [__keep_incompatibility]: never;
2535
+ public static ShapeAndShape($shapeA: UnityEngine.LowLevelPhysics2D.PhysicsShape, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $shapeB: UnityEngine.LowLevelPhysics2D.PhysicsShape, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2536
+ public static CircleAndCircle($geometryA: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2537
+ public static CapsuleAndCircle($geometryA: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2538
+ public static SegmentAndCircle($geometryA: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2539
+ public static PolygonAndCircle($geometryA: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2540
+ public static CapsuleAndCapsule($geometryA: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2541
+ public static SegmentAndCapsule($geometryA: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2542
+ public static PolygonAndCapsule($geometryA: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2543
+ public static PolygonAndPolygon($geometryA: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2544
+ public static SegmentAndPolygon($geometryA: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2545
+ public static ChainSegmentAndCircle($geometryA: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2546
+ public static ChainSegmentAndCapsule($geometryA: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2547
+ public static ChainSegmentAndPolygon($geometryA: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2548
+ public static SegmentDistance($geometryA: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $geometryB: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsQuery.SegmentDistanceResult;
2549
+ public static CastShapes($castShapePairInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapePairInput): void;
2550
+ public static ShapeDistance($distanceInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.DistanceInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.DistanceResult;
2551
+ public static ShapeTimeOfImpact($toiInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.TimeOfImpactInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.TimeOfImpactResult;
2552
+ }
2553
+ namespace PhysicsQuery {
2554
+ class QueryFilter {
2555
+ protected [__keep_incompatibility]: never;
2556
+ public static readonly DefaultCategories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2557
+ public static readonly DefaultHitCategories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2558
+ public static readonly Everything: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter;
2559
+ public static readonly defaultFilter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter;
2560
+ public categories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2561
+ public hitCategories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2562
+ constructor();
2563
+ constructor($categories: UnityEngine.LowLevelPhysics2D.PhysicsMask, $hitCategories: UnityEngine.LowLevelPhysics2D.PhysicsMask);
2564
+ }
2565
+
2566
+ class WorldOverlapResult {
2567
+ protected [__keep_incompatibility]: never;
2568
+ public get shape(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2569
+ public get isValid(): boolean;
2570
+ }
2571
+
2572
+ class WorldCastResult {
2573
+ protected [__keep_incompatibility]: never;
2574
+ public get shape(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2575
+ public get point(): UnityEngine.Vector2;
2576
+ public get normal(): UnityEngine.Vector2;
2577
+ public get fraction(): number;
2578
+ public get isValid(): boolean;
2579
+ }
2580
+
2581
+ class WorldMoverInput {
2582
+ protected [__keep_incompatibility]: never;
2583
+ public geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2584
+ public transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2585
+ public targetPosition: UnityEngine.Vector2;
2586
+ public velocity: UnityEngine.Vector2;
2587
+ public overlapFilter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter;
2588
+ public castFilter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter;
2589
+ public maxIterations: number;
2590
+ public moveTolerance: number;
2591
+ public static get defaultInput(): UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldMoverInput;
2592
+ constructor();
2593
+ }
2594
+
2595
+ class WorldMoverResult {
2596
+ protected [__keep_incompatibility]: never;
2597
+ public get transform(): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2598
+ public get velocity(): UnityEngine.Vector2;
2599
+ }
2600
+
2601
+ enum WorldCastMode {
2602
+ Closest = 0,
2603
+ All = 1,
2604
+ AllSorted = 2
2605
+ }
2606
+
2607
+ class CastRayInput {
2608
+ protected [__keep_incompatibility]: never;
2609
+ public origin: UnityEngine.Vector2;
2610
+ public translation: UnityEngine.Vector2;
2611
+ public maxFraction: number;
2612
+ constructor();
2613
+ constructor($origin: UnityEngine.Vector2, $translation: UnityEngine.Vector2);
2614
+ public static FromTo($from: UnityEngine.Vector2, $to: UnityEngine.Vector2): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput;
2615
+ }
2616
+
2617
+ class CastShapePairInput {
2618
+ protected [__keep_incompatibility]: never;
2619
+ public shapeProxyA: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2620
+ public shapeProxyB: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2621
+ public transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2622
+ public transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2623
+ public translationB: UnityEngine.Vector2;
2624
+ public maxFraction: number;
2625
+ public canEncroach: boolean;
2626
+ }
2627
+
2628
+ class CastShapeInput {
2629
+ protected [__keep_incompatibility]: never;
2630
+ public shapeProxy: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2631
+ public translation: UnityEngine.Vector2;
2632
+ public maxFraction: number;
2633
+ public canEncroach: boolean;
2634
+ constructor();
2635
+ constructor($circleGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $translation: UnityEngine.Vector2);
2636
+ constructor($capsuleGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $translation: UnityEngine.Vector2);
2637
+ constructor($segmentGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $translation: UnityEngine.Vector2);
2638
+ constructor($polygonGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $translation: UnityEngine.Vector2);
2639
+ constructor($chainSegmentGeometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $translation: UnityEngine.Vector2);
2640
+ public static FromShape($shape: UnityEngine.LowLevelPhysics2D.PhysicsShape, $translation: UnityEngine.Vector2): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput;
2641
+ }
2642
+
2643
+ class CastResult {
2644
+ protected [__keep_incompatibility]: never;
2645
+ public get normal(): UnityEngine.Vector2;
2646
+ public get point(): UnityEngine.Vector2;
2647
+ public get fraction(): number;
2648
+ public get iterations(): number;
2649
+ public get hit(): boolean;
2650
+ }
2651
+
2652
+ class DistanceInput {
2653
+ protected [__keep_incompatibility]: never;
2654
+ public shapeProxyA: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2655
+ public shapeProxyB: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2656
+ public transformA: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2657
+ public transformB: UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2658
+ public useRadii: boolean;
2659
+ }
2660
+
2661
+ class DistanceResult {
2662
+ protected [__keep_incompatibility]: never;
2663
+ public get pointA(): UnityEngine.Vector2;
2664
+ public get pointB(): UnityEngine.Vector2;
2665
+ public get normal(): UnityEngine.Vector2;
2666
+ public get distance(): number;
2667
+ public get iterations(): number;
2668
+ }
2669
+
2670
+ class SegmentDistanceResult {
2671
+ protected [__keep_incompatibility]: never;
2672
+ public get closest1(): UnityEngine.Vector2;
2673
+ public get closest2(): UnityEngine.Vector2;
2674
+ public get fraction1(): number;
2675
+ public get fraction2(): number;
2676
+ public get distance(): number;
2677
+ }
2678
+
2679
+ class ShapeSweep {
2680
+ protected [__keep_incompatibility]: never;
2681
+ public localCOM: UnityEngine.Vector2;
2682
+ public positionStart: UnityEngine.Vector2;
2683
+ public positionEnd: UnityEngine.Vector2;
2684
+ public rotationStart: UnityEngine.LowLevelPhysics2D.PhysicsRotate;
2685
+ public rotationEnd: UnityEngine.LowLevelPhysics2D.PhysicsRotate;
2686
+ }
2687
+
2688
+ class TimeOfImpactInput {
2689
+ protected [__keep_incompatibility]: never;
2690
+ public shapeProxyA: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2691
+ public shapeProxyB: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2692
+ public shapeSweepA: UnityEngine.LowLevelPhysics2D.PhysicsQuery.ShapeSweep;
2693
+ public shapeSweepB: UnityEngine.LowLevelPhysics2D.PhysicsQuery.ShapeSweep;
2694
+ public maxFraction: number;
2695
+ }
2696
+
2697
+ class TimeOfImpactResult {
2698
+ protected [__keep_incompatibility]: never;
2699
+ public get point(): UnityEngine.Vector2;
2700
+ public get normal(): UnityEngine.Vector2;
2701
+ public get impactState(): UnityEngine.LowLevelPhysics2D.PhysicsQuery.TimeOfImpactResult.State;
2702
+ public get fraction(): number;
2703
+ }
2704
+ namespace TimeOfImpactResult {
2705
+ enum State {
2706
+ Unknown = 0,
2707
+ Failed = 1,
2708
+ Overlapped = 2,
2709
+ Hit = 3,
2710
+ Separated = 4
2711
+ }
2712
+
2713
+ }
2714
+
2715
+ }
2716
+
2717
+ class PhysicsShape implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsShape> {
2718
+ protected [__keep_incompatibility]: never;
2719
+ public definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition;
2720
+ public get isValid(): boolean;
2721
+ public get world(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
2722
+ public get body(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
2723
+ public isTrigger: boolean;
2724
+ public get shapeType(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeType;
2725
+ public get transform(): UnityEngine.LowLevelPhysics2D.PhysicsTransform;
2726
+ public get massConfiguration(): UnityEngine.LowLevelPhysics2D.PhysicsBody.MassConfiguration;
2727
+ public friction: number;
2728
+ public bounciness: number;
2729
+ public frictionMixing: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial.MixingMode;
2730
+ public frictionCombine: UnityEngine.PhysicsMaterialCombine2D;
2731
+ public bouncinessMixing: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial.MixingMode;
2732
+ public bouncinessCombine: UnityEngine.PhysicsMaterialCombine2D;
2733
+ public frictionPriority: number;
2734
+ public bouncinessPriority: number;
2735
+ public rollingResistance: number;
2736
+ public tangentSpeed: number;
2737
+ public customColor: UnityEngine.Color32;
2738
+ public surfaceMaterial: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial;
2739
+ public contactFilter: UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactFilter;
2740
+ public moverData: UnityEngine.LowLevelPhysics2D.PhysicsShape.MoverData;
2741
+ public triggerEvents: boolean;
2742
+ public contactEvents: boolean;
2743
+ public hitEvents: boolean;
2744
+ public contactFilterCallbacks: boolean;
2745
+ public preSolveCallbacks: boolean;
2746
+ public circleGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry;
2747
+ public capsuleGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2748
+ public polygonGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2749
+ public segmentGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2750
+ public get chainSegmentGeometry(): UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry;
2751
+ public get isChainSegment(): boolean;
2752
+ public get chain(): UnityEngine.LowLevelPhysics2D.PhysicsChain;
2753
+ public get aabb(): UnityEngine.LowLevelPhysics2D.PhysicsAABB;
2754
+ public get localCenter(): UnityEngine.Vector2;
2755
+ public get isOwned(): boolean;
2756
+ public callbackTarget: any;
2757
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
2758
+ public ToString(): string;
2759
+ public Equals($obj: any): boolean;
2760
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsShape): boolean;
2761
+ public GetHashCode(): number;
2762
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2763
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2764
+ public static CreateShapeBatch($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CircleGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2765
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2766
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2767
+ public static CreateShapeBatch($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2768
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2769
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2770
+ public static CreateShapeBatch($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CapsuleGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2771
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2772
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2773
+ public static CreateShapeBatch($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.SegmentGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2774
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2775
+ public static CreateShape($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2776
+ public static CreateShapeBatch($body: UnityEngine.LowLevelPhysics2D.PhysicsBody, $geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry>, $definition: UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2777
+ public Destroy($updateBodyMass?: boolean, $ownerKey?: number): boolean;
2778
+ public static DestroyBatch($shapes: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>, $updateBodyMass: boolean): void;
2779
+ public SetDensity($density: number, $updateBodyMass: boolean): void;
2780
+ public GetDensity(): number;
2781
+ public ApplyWind($force: UnityEngine.Vector2, $drag: number, $lift: number, $wake?: boolean): void;
2782
+ public OverlapPoint($point: UnityEngine.Vector2): boolean;
2783
+ public ClosestPoint($point: UnityEngine.Vector2): UnityEngine.Vector2;
2784
+ public CastRay($castRayInput: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2785
+ public CastShape($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastShapeInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastResult;
2786
+ public Intersect($otherShape: UnityEngine.LowLevelPhysics2D.PhysicsShape): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2787
+ public Intersect($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $otherShape: UnityEngine.LowLevelPhysics2D.PhysicsShape, $otherTransform: UnityEngine.LowLevelPhysics2D.PhysicsTransform): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2788
+ public GetContacts($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape.Contact>;
2789
+ public GetTriggerVisitors($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>;
2790
+ public GetPerimeter(): number;
2791
+ public GetPerimeterProjected($axis: UnityEngine.Vector2): number;
2792
+ public SetOwner($owner: UnityEngine.Object): number;
2793
+ public GetOwner(): UnityEngine.Object;
2794
+ public CreateShapeProxy(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy;
2795
+ public Draw(): void;
2796
+ }
2797
+ namespace PhysicsShape {
2798
+ enum ShapeType {
2799
+ Circle = 0,
2800
+ Capsule = 1,
2801
+ Segment = 2,
2802
+ Polygon = 3,
2803
+ ChainSegment = 4
2804
+ }
2805
+
2806
+ class SurfaceMaterial {
2807
+ protected [__keep_incompatibility]: never;
2808
+ public static get Default(): UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial;
2809
+ public friction: number;
2810
+ public bounciness: number;
2811
+ public frictionMixing: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial.MixingMode;
2812
+ public frictionCombine: UnityEngine.PhysicsMaterialCombine2D;
2813
+ public bouncinessMixing: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial.MixingMode;
2814
+ public bouncinessCombine: UnityEngine.PhysicsMaterialCombine2D;
2815
+ public frictionPriority: number;
2816
+ public bouncinessPriority: number;
2817
+ public rollingResistance: number;
2818
+ public tangentSpeed: number;
2819
+ public customColor: UnityEngine.Color32;
2820
+ constructor();
2821
+ }
2822
+ namespace SurfaceMaterial {
2823
+ enum MixingMode {
2824
+ Average = 0,
2825
+ Mean = 1,
2826
+ Multiply = 2,
2827
+ Minimum = 3,
2828
+ Maximum = 4
2829
+ }
2830
+
2831
+ }
2832
+
2833
+ class ContactManifold implements System.Collections.Generic.IEnumerable$1<UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint>, System.Collections.IEnumerable {
2834
+ protected [__keep_incompatibility]: never;
2835
+ public get normal(): UnityEngine.Vector2;
2836
+ public get rollingImpulse(): number;
2837
+ public get points(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPointArray;
2838
+ public get pointCount(): number;
2839
+ public get speculativePointCount(): number;
2840
+ public GetEnumerator(): System.Collections.Generic.IEnumerator$1<UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint>;
2841
+ public get_Item($index: number): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint;
2842
+ }
2843
+ namespace ContactManifold {
2844
+ class ManifoldPoint {
2845
+ protected [__keep_incompatibility]: never;
2846
+ public get point(): UnityEngine.Vector2;
2847
+ public get anchorA(): UnityEngine.Vector2;
2848
+ public get anchorB(): UnityEngine.Vector2;
2849
+ public get separation(): number;
2850
+ public get normalImpulse(): number;
2851
+ public get tangentImpulse(): number;
2852
+ public get totalNormalImpulse(): number;
2853
+ public get normalVelocity(): number;
2854
+ public get id(): number;
2855
+ public get persisted(): boolean;
2856
+ public get speculative(): boolean;
2857
+ }
2858
+
2859
+ class ManifoldPointArray {
2860
+ protected [__keep_incompatibility]: never;
2861
+ public get contactInfo0(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint;
2862
+ public get contactInfo1(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint;
2863
+ public get speculativePointCount(): number;
2864
+ public get_Item($index: number): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint;
2865
+ }
2866
+
2867
+ class ManifoldPointIterator implements System.Collections.Generic.IEnumerator$1<UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold.ManifoldPoint>, System.Collections.IEnumerator, System.IDisposable {
2868
+ protected [__keep_incompatibility]: never;
2869
+ constructor($contactManifold: UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold);
2870
+ }
2871
+
2872
+ }
2873
+
2874
+ class Contact {
2875
+ protected [__keep_incompatibility]: never;
2876
+ public get contactId(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactId;
2877
+ public get shapeA(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2878
+ public get shapeB(): UnityEngine.LowLevelPhysics2D.PhysicsShape;
2879
+ public get manifold(): UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactManifold;
2880
+ }
2881
+
2882
+ class ContactId {
2883
+ protected [__keep_incompatibility]: never;
2884
+ public get isValid(): boolean;
2885
+ public get contact(): UnityEngine.LowLevelPhysics2D.PhysicsShape.Contact;
2886
+ public ToString(): string;
2887
+ }
2888
+
2889
+ class ContactFilter {
2890
+ protected [__keep_incompatibility]: never;
2891
+ public static DefaultCategories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2892
+ public static DefaultContacts: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2893
+ public static Everything: UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactFilter;
2894
+ public static defaultFilter: UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactFilter;
2895
+ public categories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2896
+ public contacts: UnityEngine.LowLevelPhysics2D.PhysicsMask;
2897
+ public groupIndex: number;
2898
+ constructor($categories: UnityEngine.LowLevelPhysics2D.PhysicsMask, $contacts: UnityEngine.LowLevelPhysics2D.PhysicsMask, $groupIndex?: number);
2899
+ }
2900
+
2901
+ class ShapeArray {
2902
+ protected [__keep_incompatibility]: never;
2903
+ public vertex0: UnityEngine.Vector2;
2904
+ public vertex1: UnityEngine.Vector2;
2905
+ public vertex2: UnityEngine.Vector2;
2906
+ public vertex3: UnityEngine.Vector2;
2907
+ public vertex4: UnityEngine.Vector2;
2908
+ public vertex5: UnityEngine.Vector2;
2909
+ public vertex6: UnityEngine.Vector2;
2910
+ public vertex7: UnityEngine.Vector2;
2911
+ public get_Item($index: number): $Ref<UnityEngine.Vector2>;
2912
+ }
2913
+
2914
+ class MoverData {
2915
+ protected [__keep_incompatibility]: never;
2916
+ public pushLimit: number;
2917
+ public clipVelocity: boolean;
2918
+ constructor();
2919
+ }
2920
+
2921
+ class ShapeProxy {
2922
+ protected [__keep_incompatibility]: never;
2923
+ public get circleGeometry(): UnityEngine.LowLevelPhysics2D.CircleGeometry;
2924
+ public get capsuleGeometry(): UnityEngine.LowLevelPhysics2D.CapsuleGeometry;
2925
+ public get polygonGeometry(): UnityEngine.LowLevelPhysics2D.PolygonGeometry;
2926
+ public get segmentGeometry(): UnityEngine.LowLevelPhysics2D.SegmentGeometry;
2927
+ public vertices: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeArray;
2928
+ public count: number;
2929
+ public radius: number;
2930
+ constructor($point: UnityEngine.Vector2);
2931
+ constructor($circleGeometry: UnityEngine.LowLevelPhysics2D.CircleGeometry);
2932
+ constructor($capsuleGeometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry);
2933
+ constructor($polygonGeometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry);
2934
+ constructor($segmentGeometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry);
2935
+ constructor($chainSegmentGeometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry);
2936
+ }
2937
+
2938
+ }
2939
+
2940
+ class PhysicsShapeDefinition {
2941
+ protected [__keep_incompatibility]: never;
2942
+ public surfaceMaterial: UnityEngine.LowLevelPhysics2D.PhysicsShape.SurfaceMaterial;
2943
+ public contactFilter: UnityEngine.LowLevelPhysics2D.PhysicsShape.ContactFilter;
2944
+ public moverData: UnityEngine.LowLevelPhysics2D.PhysicsShape.MoverData;
2945
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsShapeDefinition;
2946
+ public density: number;
2947
+ public isTrigger: boolean;
2948
+ public triggerEvents: boolean;
2949
+ public contactEvents: boolean;
2950
+ public hitEvents: boolean;
2951
+ public contactFilterCallbacks: boolean;
2952
+ public preSolveCallbacks: boolean;
2953
+ public startStaticContacts: boolean;
2954
+ public startMassUpdate: boolean;
2955
+ constructor();
2956
+ constructor($useSettings: boolean);
2957
+ }
2958
+
2959
+ class PhysicsWorld implements System.IEquatable$1<UnityEngine.LowLevelPhysics2D.PhysicsWorld> {
2960
+ protected [__keep_incompatibility]: never;
2961
+ public static safetyLocksEnabled: boolean;
2962
+ public static get bypassLowLevel(): boolean;
2963
+ public static get isRenderingAllowed(): boolean;
2964
+ public static get worldCount(): number;
2965
+ public static get concurrentSimulations(): number;
2966
+ public static get lengthUnitsPerMeter(): number;
2967
+ public static get useFullLayers(): boolean;
2968
+ public static get hugeWorldExtent(): number;
2969
+ public static get linearSlop(): number;
2970
+ public static get speculativeContactDistance(): number;
2971
+ public static get aabbMargin(): number;
2972
+ public static get bodyMaxRotation(): number;
2973
+ public static get bodyTimeToSleep(): number;
2974
+ public static get defaultWorld(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
2975
+ public definition: UnityEngine.LowLevelPhysics2D.PhysicsWorldDefinition;
2976
+ public get isOwned(): boolean;
2977
+ public userData: UnityEngine.LowLevelPhysics2D.PhysicsUserData;
2978
+ public get isValid(): boolean;
2979
+ public get isEmpty(): boolean;
2980
+ public get isDefaultWorld(): boolean;
2981
+ public paused: boolean;
2982
+ public sleepingAllowed: boolean;
2983
+ public continuousAllowed: boolean;
2984
+ public contactFilterCallbacks: boolean;
2985
+ public preSolveCallbacks: boolean;
2986
+ public autoBodyUpdateCallbacks: boolean;
2987
+ public autoContactCallbacks: boolean;
2988
+ public autoTriggerCallbacks: boolean;
2989
+ public autoJointThresholdCallbacks: boolean;
2990
+ public warmStartingAllowed: boolean;
2991
+ public bounceThreshold: number;
2992
+ public contactHitEventThreshold: number;
2993
+ public contactFrequency: number;
2994
+ public contactDamping: number;
2995
+ public contactSpeed: number;
2996
+ public maximumLinearSpeed: number;
2997
+ public gravity: UnityEngine.Vector2;
2998
+ public simulationWorkers: number;
2999
+ public simulationType: UnityEngine.LowLevelPhysics2D.PhysicsWorld.SimulationType;
3000
+ public simulationMode: UnityEngine.SimulationMode2D;
3001
+ public simulationSubSteps: number;
3002
+ public get lastSimulationTimestamp(): number;
3003
+ public get lastSimulationDeltaTime(): number;
3004
+ public transformPlane: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane;
3005
+ public transformWriteMode: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformWriteMode;
3006
+ public transformTweening: boolean;
3007
+ public get bodyUpdateEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.BodyUpdateEvent>;
3008
+ public get triggerBeginEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.TriggerBeginEvent>;
3009
+ public get triggerEndEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.TriggerEndEvent>;
3010
+ public get contactBeginEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactBeginEvent>;
3011
+ public get contactEndEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactEndEvent>;
3012
+ public get contactHitEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.ContactHitEvent>;
3013
+ public get jointThresholdEvents(): System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsEvents.JointThresholdEvent>;
3014
+ public get awakeBodyCount(): number;
3015
+ public get counters(): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters;
3016
+ public static get globalCounters(): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters;
3017
+ public get profile(): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile;
3018
+ public static get globalProfile(): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile;
3019
+ public drawOptions: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawOptions;
3020
+ public drawFillOptions: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions;
3021
+ public drawThickness: number;
3022
+ public drawFillAlpha: number;
3023
+ public drawPointScale: number;
3024
+ public drawNormalScale: number;
3025
+ public drawImpulseScale: number;
3026
+ public drawCapacity: number;
3027
+ public drawColors: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawColors;
3028
+ public elementDepth: number;
3029
+ public ToString(): string;
3030
+ public Equals($obj: any): boolean;
3031
+ public Equals($other: UnityEngine.LowLevelPhysics2D.PhysicsWorld): boolean;
3032
+ public GetHashCode(): number;
3033
+ public static GetWorlds($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsWorld>;
3034
+ public GetBodies($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>;
3035
+ public GetJoints($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>;
3036
+ public static Create(): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
3037
+ public static Create($definition: UnityEngine.LowLevelPhysics2D.PhysicsWorldDefinition): UnityEngine.LowLevelPhysics2D.PhysicsWorld;
3038
+ public Destroy($ownerKey?: number): boolean;
3039
+ public SetOwner($owner: UnityEngine.Object): number;
3040
+ public GetOwner(): UnityEngine.Object;
3041
+ public Reset(): void;
3042
+ public GetTransformWriteTweens(): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsBody.TransformWriteTween>;
3043
+ public Simulate($deltaTime: number): void;
3044
+ public static Simulate($worlds: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsWorld>, $deltaTime: number): void;
3045
+ public Explode($definition: UnityEngine.LowLevelPhysics2D.PhysicsWorld.ExplosionDefinition): void;
3046
+ public GetBodyUpdateUserData($allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsUserData>;
3047
+ public SendAllCallbacks(): void;
3048
+ public SendBodyUpdateCallbacks(): void;
3049
+ public SendContactCallbacks(): void;
3050
+ public SendTriggerCallbacks(): void;
3051
+ public SendJointThresholdCallbacks(): void;
3052
+ public GetBodyUpdateCallbackTargets($allocator?: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.BodyUpdateCallbackTargets;
3053
+ public GetTriggerCallbackTargets($allocator?: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.TriggerCallbackTargets;
3054
+ public GetContactCallbackTargets($allocator?: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.ContactCallbackTargets;
3055
+ public GetJointThresholdCallbackTargets($allocator?: Unity.Collections.Allocator): UnityEngine.LowLevelPhysics2D.PhysicsCallbacks.JointThresholdCallbackTargets;
3056
+ public TestOverlapAABB($aabb: UnityEngine.LowLevelPhysics2D.PhysicsAABB, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3057
+ public TestOverlapShape($shape: UnityEngine.LowLevelPhysics2D.PhysicsShape, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3058
+ public TestOverlapShapeProxy($shapeProxy: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3059
+ public TestOverlapPoint($point: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3060
+ public TestOverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3061
+ public TestOverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3062
+ public TestOverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3063
+ public TestOverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3064
+ public TestOverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter): boolean;
3065
+ public OverlapAABB($aabb: UnityEngine.LowLevelPhysics2D.PhysicsAABB, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3066
+ public OverlapShape($shape: UnityEngine.LowLevelPhysics2D.PhysicsShape, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3067
+ public OverlapShapeProxy($shapeProxy: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3068
+ public OverlapPoint($point: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3069
+ public OverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3070
+ public OverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3071
+ public OverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3072
+ public OverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3073
+ public OverlapGeometry($geometry: UnityEngine.LowLevelPhysics2D.ChainSegmentGeometry, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldOverlapResult>;
3074
+ public CastRay($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.CastRayInput, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $castMode?: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastMode, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastResult>;
3075
+ public CastShape($shape: UnityEngine.LowLevelPhysics2D.PhysicsShape, $translation: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $castMode?: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastMode, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastResult>;
3076
+ public CastShapeProxy($shapeProxy: UnityEngine.LowLevelPhysics2D.PhysicsShape.ShapeProxy, $translation: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $castMode?: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastMode, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastResult>;
3077
+ public CastMover($input: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldMoverInput): UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldMoverResult;
3078
+ public CastGeometry($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $translation: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $castMode?: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastMode, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastResult>;
3079
+ public CastGeometry($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $translation: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $castMode?: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastMode, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastResult>;
3080
+ public CastGeometry($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $translation: UnityEngine.Vector2, $filter: UnityEngine.LowLevelPhysics2D.PhysicsQuery.QueryFilter, $castMode?: UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastMode, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsQuery.WorldCastResult>;
3081
+ public CreateBody(): UnityEngine.LowLevelPhysics2D.PhysicsBody;
3082
+ public CreateBody($definition: UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition): UnityEngine.LowLevelPhysics2D.PhysicsBody;
3083
+ public CreateBodyBatch($definition: UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition, $bodyCount: number, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>;
3084
+ public CreateBodyBatch($definitions: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBodyDefinition>, $allocator?: Unity.Collections.Allocator): Unity.Collections.NativeArray$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>;
3085
+ public static DestroyBodyBatch($bodies: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsBody>): void;
3086
+ public static DestroyShapeBatch($shapes: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsShape>, $updateBodyMass: boolean): void;
3087
+ public static DestroyJointBatch($joints: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PhysicsJoint>): void;
3088
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsDistanceJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsDistanceJoint;
3089
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsRelativeJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsRelativeJoint;
3090
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsIgnoreJoint;
3091
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsSliderJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsSliderJoint;
3092
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsHingeJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsHingeJoint;
3093
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsFixedJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsFixedJoint;
3094
+ public CreateJoint($definition: UnityEngine.LowLevelPhysics2D.PhysicsWheelJointDefinition): UnityEngine.LowLevelPhysics2D.PhysicsWheelJoint;
3095
+ public SetElementDepth3D($position: UnityEngine.Vector3): void;
3096
+ public ClearDraw(): void;
3097
+ public DrawGeometry($geometry: UnityEngine.LowLevelPhysics2D.CircleGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3098
+ public DrawGeometry($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CircleGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3099
+ public DrawGeometry($geometry: UnityEngine.LowLevelPhysics2D.CapsuleGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3100
+ public DrawGeometry($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.CapsuleGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3101
+ public DrawGeometry($geometry: UnityEngine.LowLevelPhysics2D.PolygonGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3102
+ public DrawGeometry($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.PolygonGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3103
+ public DrawGeometry($geometry: UnityEngine.LowLevelPhysics2D.SegmentGeometry, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number): void;
3104
+ public DrawGeometry($geometry: System.ReadOnlySpan$1<UnityEngine.LowLevelPhysics2D.SegmentGeometry>, $transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $color: UnityEngine.Color, $lifetime?: number): void;
3105
+ public DrawBox($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $size: UnityEngine.Vector2, $radius: number, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3106
+ public DrawCircle($center: UnityEngine.Vector2, $radius: number, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3107
+ public DrawCapsule($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $center1: UnityEngine.Vector2, $center2: UnityEngine.Vector2, $radius: number, $color: UnityEngine.Color, $lifetime?: number, $drawFillOptions?: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions): void;
3108
+ public DrawPoint($position: UnityEngine.Vector2, $radius: number, $color: UnityEngine.Color, $lifetime?: number): void;
3109
+ public DrawLine($point0: UnityEngine.Vector2, $point1: UnityEngine.Vector2, $color: UnityEngine.Color, $lifetime?: number): void;
3110
+ public DrawLineStrip($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $vertices: System.ReadOnlySpan$1<UnityEngine.Vector2>, $loop: boolean, $color: UnityEngine.Color, $lifetime?: number): void;
3111
+ public DrawTransformAxis($transform: UnityEngine.LowLevelPhysics2D.PhysicsTransform, $scale: number, $lifetime?: number): void;
3112
+ }
3113
+ namespace PhysicsWorld {
3114
+ enum SimulationType {
3115
+ FixedUpdate = 0,
3116
+ Update = 1,
3117
+ Script = 2
3118
+ }
3119
+
3120
+ enum TransformWriteMode {
3121
+ Off = 0,
3122
+ Fast2D = 1,
3123
+ Slow3D = 2
3124
+ }
3125
+
3126
+ enum TransformPlane {
3127
+ XY = 0,
3128
+ XZ = 1,
3129
+ ZY = 2
3130
+ }
3131
+
3132
+ class ExplosionDefinition {
3133
+ protected [__keep_incompatibility]: never;
3134
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsWorld.ExplosionDefinition;
3135
+ public hitCategories: UnityEngine.LowLevelPhysics2D.PhysicsMask;
3136
+ public position: UnityEngine.Vector2;
3137
+ public radius: number;
3138
+ public falloff: number;
3139
+ public impulsePerLength: number;
3140
+ constructor();
3141
+ }
3142
+
3143
+ class WorldCounters {
3144
+ protected [__keep_incompatibility]: never;
3145
+ public bodyCount: number;
3146
+ public shapeCount: number;
3147
+ public contactCount: number;
3148
+ public jointCount: number;
3149
+ public islandCount: number;
3150
+ public stackUsed: number;
3151
+ public memoryUsed: number;
3152
+ public staticBroadphaseHeight: number;
3153
+ public broadphaseHeight: number;
3154
+ public taskCount: number;
3155
+ public static Add($countersA: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters, $countersB: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters;
3156
+ public static Maximum($countersA: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters, $countersB: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldCounters;
3157
+ }
3158
+ namespace WorldCounters {
3159
+ type _m_ColorCounts_e__FixedBuffer = any;
3160
+
3161
+ }
3162
+
3163
+ class WorldProfile {
3164
+ protected [__keep_incompatibility]: never;
3165
+ public simulationStep: number;
3166
+ public contactPairs: number;
3167
+ public contactUpdates: number;
3168
+ public solving: number;
3169
+ public prepareStages: number;
3170
+ public solveConstraints: number;
3171
+ public prepareConstraints: number;
3172
+ public integrateVelocities: number;
3173
+ public warmStarting: number;
3174
+ public solveImpulses: number;
3175
+ public integrateTransforms: number;
3176
+ public relaxImpulses: number;
3177
+ public applyBounciness: number;
3178
+ public storeImpulses: number;
3179
+ public splitIslands: number;
3180
+ public bodyTransforms: number;
3181
+ public fastTriggers: number;
3182
+ public jointEvents: number;
3183
+ public hitEvents: number;
3184
+ public broadphaseUpdates: number;
3185
+ public solveContinuous: number;
3186
+ public sleepIslands: number;
3187
+ public updateTriggers: number;
3188
+ public writeTransforms: number;
3189
+ public static Add($profileA: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile, $profileB: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile;
3190
+ public static Maximum($profileA: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile, $profileB: UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile): UnityEngine.LowLevelPhysics2D.PhysicsWorld.WorldProfile;
3191
+ }
3192
+
3193
+ enum DrawOptions {
3194
+ Off = 0,
3195
+ SelectedBodies = 1,
3196
+ SelectedShapes = 2,
3197
+ SelectedShapeBounds = 4,
3198
+ SelectedJoints = 8,
3199
+ AllBodies = 16,
3200
+ AllShapes = 32,
3201
+ AllShapeBounds = 64,
3202
+ AllJoints = 128,
3203
+ AllContactPoints = 256,
3204
+ AllContactNormal = 512,
3205
+ AllContactImpulse = 1024,
3206
+ AllContactFriction = 2048,
3207
+ AllCustom = 4096,
3208
+ DefaultSelected = 4106,
3209
+ DefaultAll = 4256,
3210
+ AllSolverIslands = 8192
3211
+ }
3212
+
3213
+ enum DrawFillOptions {
3214
+ Interior = 1,
3215
+ Outline = 2,
3216
+ Orientation = 4,
3217
+ All = 7
3218
+ }
3219
+
3220
+ class DrawColors {
3221
+ protected [__keep_incompatibility]: never;
3222
+ public transformAxisX: UnityEngine.Color;
3223
+ public transformAxisY: UnityEngine.Color;
3224
+ public bodyBad: UnityEngine.Color;
3225
+ public bodyDisabled: UnityEngine.Color;
3226
+ public bodyAwake: UnityEngine.Color;
3227
+ public bodyStatic: UnityEngine.Color;
3228
+ public bodyKinematic: UnityEngine.Color;
3229
+ public bodyTimeOfImpactEvent: UnityEngine.Color;
3230
+ public bodyFastCollisions: UnityEngine.Color;
3231
+ public bodyMovingFast: UnityEngine.Color;
3232
+ public bodySpeedCapped: UnityEngine.Color;
3233
+ public shapeTrigger: UnityEngine.Color;
3234
+ public shapeOther: UnityEngine.Color;
3235
+ public shapeBounds: UnityEngine.Color;
3236
+ public contactSpeculative: UnityEngine.Color;
3237
+ public contactAdded: UnityEngine.Color;
3238
+ public contactPersisted: UnityEngine.Color;
3239
+ public contactNormal: UnityEngine.Color;
3240
+ public contactImpulse: UnityEngine.Color;
3241
+ public contactFriction: UnityEngine.Color;
3242
+ public solverIsland: UnityEngine.Color;
3243
+ }
3244
+
3245
+ }
3246
+
3247
+ class PhysicsWorldDefinition {
3248
+ protected [__keep_incompatibility]: never;
3249
+ public static get defaultDefinition(): UnityEngine.LowLevelPhysics2D.PhysicsWorldDefinition;
3250
+ public gravity: UnityEngine.Vector2;
3251
+ public simulateType: UnityEngine.LowLevelPhysics2D.PhysicsWorld.SimulationType;
3252
+ public simulationMode: UnityEngine.SimulationMode2D;
3253
+ public simulationSubSteps: number;
3254
+ public simulationWorkers: number;
3255
+ public transformWriteMode: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformWriteMode;
3256
+ public transformPlane: UnityEngine.LowLevelPhysics2D.PhysicsWorld.TransformPlane;
3257
+ public transformTweening: boolean;
3258
+ public sleepingAllowed: boolean;
3259
+ public continuousAllowed: boolean;
3260
+ public contactFilterCallbacks: boolean;
3261
+ public preSolveCallbacks: boolean;
3262
+ public autoBodyUpdateCallbacks: boolean;
3263
+ public autoContactCallbacks: boolean;
3264
+ public autoTriggerCallbacks: boolean;
3265
+ public autoJointThresholdCallbacks: boolean;
3266
+ public bounceThreshold: number;
3267
+ public contactHitEventThreshold: number;
3268
+ public contactFrequency: number;
3269
+ public contactDamping: number;
3270
+ public contactSpeed: number;
3271
+ public maximumLinearSpeed: number;
3272
+ public drawOptions: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawOptions;
3273
+ public drawFillOptions: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawFillOptions;
3274
+ public drawThickness: number;
3275
+ public drawFillAlpha: number;
3276
+ public drawPointScale: number;
3277
+ public drawNormalScale: number;
3278
+ public drawImpulseScale: number;
3279
+ public drawCapacity: number;
3280
+ public drawColors: UnityEngine.LowLevelPhysics2D.PhysicsWorld.DrawColors;
3281
+ constructor();
3282
+ constructor($useSettings: boolean);
3283
+ }
3284
+
3285
+ }
3286
+ }
3287
+ }