CapsuleCollider2D
class in UnityEngine
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Inherits from:Collider2D
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Implemented in:UnityEngine.Physics2DModule
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Description 描述
A capsule-shaped primitive collider.
Capsules are boxes with a semi-circle at each end.
Properties 属性
| direction | The direction that the capsule sides can extend. | ||
| size | The width and height of the capsule area. |
Inherited Members 继承成员
Properties 属性
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | ||
| isActiveAndEnabled | Has the Behaviour had active and enabled called? | ||
| attachedRigidbody | The Rigidbody2D attached to the Collider2D. | ||
| bounciness | Get the bounciness used by the collider. | ||
| bounds | The world space bounding area of the collider. | ||
| composite | Get the CompositeCollider2D that is available to be attached to the collider. | ||
| density | The density of the collider used to calculate its mass (when auto mass is enabled). | ||
| friction | Get the friction used by the collider. | ||
| isTrigger | Is this collider configured as a trigger? | ||
| offset | The local offset of the collider geometry. | ||
| shapeCount | The number of separate shaped regions in the collider. | ||
| sharedMaterial | The PhysicsMaterial2D that is applied to this collider. | ||
| usedByComposite | Sets whether the Collider will be used or not used by a CompositeCollider2D. | ||
| usedByEffector | Whether the collider is used by an attached effector or not. | ||
| gameObject | The game object this component is attached to. A component is always attached to a game object. | ||
| tag | The tag of this game object. | ||
| transform | The Transform attached to this GameObject. | ||
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | ||
| name | The name of the object. |
Public Methods 公共方法
| Cast | Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. | ||
| ClosestPoint | Returns a point on the perimeter of this Collider that is closest to the specified position. | ||
| Distance | Calculates the minimum separation of this collider against another collider. | ||
| GetContacts | Retrieves all contact points for this Collider. | ||
| IsTouching | Check whether this collider is touching the collider or not. | ||
| IsTouchingLayers | Checks whether this collider is touching any colliders on the specified layerMask or not. | ||
| OverlapCollider | Get a list of all colliders that overlap this collider. | ||
| OverlapPoint | Check if a collider overlaps a point in space. | ||
| Raycast | Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. | ||
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | ||
| CompareTag | Is this game object tagged with tag ? | ||
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | ||
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | ||
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | ||
| GetComponents | Returns all components of Type type in the GameObject. | ||
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | ||
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | ||
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | ||
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | ||
| TryGetComponent | Gets the component of the specified type, if it exists. | ||
| GetInstanceID | Returns the instance id of the object. | ||
| ToString | Returns the name of the object. |
Static Methods 静态方法
| Destroy | Removes a GameObject, component or asset. | ||
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | ||
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | ||
| FindObjectOfType | Returns the first active loaded object of Type type. | ||
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | ||
| Instantiate | Clones the object original and returns the clone. |
Operators 运算符
| bool | Does the object exist? | ||
| operator != | Compares if two objects refer to a different object. | ||
| operator == | Compares two object references to see if they refer to the same object. |
Messages 消息
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). | ||
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). | ||
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). | ||
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). | ||
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). | ||
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |