CharacterJoint
class in UnityEngine
/
Inherits from:Joint
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Implemented in:UnityEngine.PhysicsModule
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Description 描述
Character Joints are mainly used for Ragdoll effects.
They are an extended ball-socket joint which allows you to limit the joint on each axis.
Properties 属性
| enableProjection | Brings violated constraints back into alignment even when the solver fails. | ||
| highTwistLimit | The upper limit around the primary axis of the character joint. | ||
| lowTwistLimit | The lower limit around the primary axis of the character joint. | ||
| projectionAngle | Set the angular tolerance threshold (in degrees) for projection. | ||
| projectionDistance | Set the linear tolerance threshold for projection. | ||
| swing1Limit | The angular limit of rotation (in degrees) around the primary axis of the character joint. | ||
| swing2Limit | The angular limit of rotation (in degrees) around the primary axis of the character joint. | ||
| swingAxis | The secondary axis around which the joint can rotate. | ||
| swingLimitSpring | The configuration of the spring attached to the swing limits of the joint. | ||
| twistLimitSpring | The configuration of the spring attached to the twist limits of the joint. |
Inherited Members 继承成员
Properties 属性
| 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. | ||
| anchor | The Position of the anchor around which the joints motion is constrained. | ||
| autoConfigureConnectedAnchor | Should the connectedAnchor be calculated automatically? | ||
| axis | The Direction of the axis around which the body is constrained. | ||
| breakForce | The force that needs to be applied for this joint to break. | ||
| breakTorque | The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. | ||
| connectedAnchor | Position of the anchor relative to the connected Rigidbody. | ||
| connectedBody | A reference to another rigidbody this joint connects to. | ||
| connectedMassScale | The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. | ||
| currentForce | The force applied by the solver to satisfy all constraints. | ||
| currentTorque | The torque applied by the solver to satisfy all constraints. | ||
| enableCollision | Enable collision between bodies connected with the joint. | ||
| enablePreprocessing | Toggle preprocessing for this joint. | ||
| massScale | The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. | ||
| 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
| 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
| OnJointBreak | Called when a joint attached to the same game object broke. |