TilemapCollider2D 瓦片地图碰撞器2D
class in UnityEngine.Tilemaps
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Inherits from:Collider2D
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Implemented in:UnityEngine.TilemapModule
UnityEngine.Tilemaps中的类
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基础自:Collider2D
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Description 描述
Collider for 2D physics representing shapes defined by the corresponding Tilemap.
See Also: BoxCollider2D, CircleCollider2D, EdgeCollider2D, PolygonCollider2D.
用于2D物理的碰撞器,表示由相应的Tilemap定义的形状.
Properties 属性
| 挤压系数 | extrusionFactor | 根据数量让各个瓦片的碰撞器形状进行挤压,使相邻的瓦片合成。使用CompositeCollider2D时,能够消除瓦片之间的细小间隙。这是在世界空间内以Unity单位计算的。 | The amount of collider shapes each Tile extrudes to facilitate compositing with neighboring Tiles. This eliminates fine gaps between Tiles when using a CompositeCollider2D. This is calculated in Unity units within world space. |
| 最大瓦片变化数量 | maximumTileChangeCount | 在进行完全碰撞器重建而不是增量重建之前,累计的“瓦片变化”的最大数量。 | Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild. |
Inherited Members
Properties
| 已启用 | enabled | 启用行为已更新,禁用行为未更新。 | Enabled Behaviours are Updated, disabled Behaviours are not. |
| 是否已激活并已启用 | isActiveAndEnabled | 该行为是否已激活并已启用? | Has the Behaviour had active and enabled called? |
| 附加刚体 | attachedRigidbody | Rigidbody2D附加到Collider2D。 | The Rigidbody2D attached to the Collider2D. |
| 弹力 | bounciness | 获取对撞机使用的弹跳力。 | Get the bounciness used by the collider. |
| 边界 | bounds | 碰撞器在世界空间中的边界区域。 | The world space bounding area of the collider. |
| 合成 | composite | 获取可用于附加到对撞机的CompositeCollider2D。 | Get the CompositeCollider2D that is available to be attached to the collider. |
| 密度 | density | 用于计算质量的对撞机的密度(启用自动质量时)。 | The density of the collider used to calculate its mass (when auto mass is enabled). |
| 摩擦力 | friction | 获取对撞机使用的摩擦力。td> | Get the friction used by the collider. |
| 是否为触发器 | isTrigger | 该对撞机是否配置为触发器? | Is this collider configured as a trigger? |
| 偏移 | offset | 对撞机几何体的局部偏移。 | The local offset of the collider geometry. |
| 形状数量 | shapeCount | 对撞机中单独成形区域的数量。 | The number of separate shaped regions in the collider. |
| 共用的材质 | sharedMaterial | 应用于此对撞机的PhysicsMaterial2D。 | The PhysicsMaterial2D that is applied to this collider. |
| 被合成使用 | usedByComposite | 设置碰撞器是否会被CompositeCollider2D使用。 | Sets whether the Collider will be used or not used by a CompositeCollider2D. |
| 被效应器 | usedByEffector | 对撞机是否被附加的效应器使用。 | Whether the collider is used by an attached effector or not. |
| 游戏对象 | gameObject | 该组件附加到的游戏对象。组件始终附加在游戏对象上。 | The game object this component is attached to. A component is always attached to a game object. |
| 标签 | tag | 此游戏对象的标签。 | The tag of this game object. |
| 变换 | transform | 附加到此GameObject的Transform。 | The Transform attached to this GameObject. |
| 隐藏标志 | hideFlags | 该对象是否应该隐藏,随场景保存或可由用户修改? | Should the object be hidden, saved with the Scene or modifiable by the user? |
| 名字 | name | 对象的名称。 | The name of the object. |
Public Methods 公共方法
| 投射 | Cast | 从对撞机位置开始,忽略对撞机本身,将对撞机形状投射到场景中。 | Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. |
| 最近点 | ClosestPoint | 返回此对撞机周界上最接近指定位置的点。 | Returns a point on the perimeter of this Collider that is closest to the specified position. |
| 距离 | Distance | 计算此对撞机与另一个对撞机的最小距离。 | Calculates the minimum separation of this collider against another collider. |
| 获取联系 | GetContacts | 检索此对撞机的所有联系点。 | Retrieves all contact points for this Collider. |
| 是否接触 | IsTouching | 检查此对撞机是否接触了对撞机。 | Check whether this collider is touching the collider or not. |
| 是否接触层 | IsTouchingLayers | 检查此对撞机是否接触了指定layerMask上的任何对撞机。 | Checks whether this collider is touching any colliders on the specified layerMask or not. |
| 重叠碰撞器 | OverlapCollider | 获取与该对撞机重叠的所有对撞机的列表。 | Get a list of all colliders that overlap this collider. |
| 重叠点 | OverlapPoint | 检查对撞机是否与空间点重叠。 | Check if a collider overlaps a point in space. |
| 光线投射 | Raycast | 将光线投射到从对撞机位置开始的场景中,并忽略对撞机本身。 | Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. |
| 广播信息 | BroadcastMessage | 在此游戏对象或其任何子级中的每个MonoBehaviour上调用名为methodName的方法。 | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| 比较标签 | CompareTag | 这个游戏对象是否带有标签? | Is this game object tagged with tag ? |
| 获取组件 | GetComponent | 如果游戏对象附加了一个,则返回Type类型的组件;如果没有,则返回null。 | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| 获取子类组件 | GetComponentInChildren | 使用深度优先搜索返回GameObject或其任何子级中Type类型的组件。 | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| 获取父类组件 | GetComponentInParent | 返回GameObject或其任何父代中Type类型的组件。 | Returns the component of Type type in the GameObject or any of its parents. |
| 获取组件(s) | GetComponents | 返回GameObject中Type类型的所有组件。 | Returns all components of Type type in the GameObject. |
| 获取子类组件(s) | GetComponentsInChildren | 返回GameObject或其任何子级中Type类型的所有组件。 | Returns all components of Type type in the GameObject or any of its children. |
| 获取父类组件(s) | GetComponentsInParent | 返回GameObject或其任何父代中Type类型的所有组件。 | Returns all components of Type type in the GameObject or any of its parents. |
| 发生消息 | SendMessage | 在此游戏对象中的每个MonoBehaviour上调用名为methodName的方法。 | Calls the method named methodName on every MonoBehaviour in this game object. |
| 向上发生消息 | SendMessageUpwards | 在此游戏对象中的每个MonoBehaviour以及该行为的每个祖先上调用名为methodName的方法。 | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| 尝试获取组件 | TryGetComponent | 获取指定类型的组件(如果存在)。 | Gets the component of the specified type, if it exists. |
| 实例ID | GetInstanceID | 返回对象的实例ID。 | Returns the instance id of the object. |
| 返回字符串 | ToString | 返回对象的名称。 | Returns the name of the object. |
Static Methods 静态方法
| 销毁 | Destroy | 移除GameObject,组件或资产。 | Removes a GameObject, component or asset. |
| 立即销毁 | DestroyImmediate | 立即销毁对象obj。强烈建议您改用销毁。 | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| 不在加载时销毁 | DontDestroyOnLoad | 加载新场景时,请勿破坏目标对象。 | Do not destroy the target Object when loading a new Scene. |
| 查找对象类型 | FindObjectOfType | 返回第一个Type类型的活动加载对象。 | Returns the first active loaded object of Type type. |
| 查找对象(s)类型 | FindObjectsOfType | 返回所有类型为Type的活动加载对象的列表。 | Returns a list of all active loaded objects of Type type. |
| 实例化 | Instantiate | 克隆对象原始对象并返回克隆。 | Clones the object original and returns the clone. |
Operators 运算符
| 布尔 | bool | 该对象是否存在? | Does the object exist? |
| 运算符 | operator != | 比较两个对象是否引用了另一个对象。 | Compares if two objects refer to a different object. |
| 运算符 | operator == | 比较两个对象引用以查看它们是否引用相同的对象。 | Compares two object references to see if they refer to the same object. |
Messages 消息
| 碰撞开始时2D | OnCollisionEnter2D | 当传入的对撞机与该对象的对撞机接触时发送(仅限2D物理)。 | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
| 碰撞结束时2D | OnCollisionExit2D | 当另一个对象上的碰撞器停止接触该对象的碰撞器时发送(仅2D物理)。 | Sent when a collider on another object stops touching this object's collider (2D physics only). |
| 碰撞停留时2D | OnCollisionStay2D | 将每帧发送到另一个对象上的碰撞器正在触摸该对象的碰撞器的帧(仅适用于2D物理)。 | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
| 触发开始时2D | OnTriggerEnter2D | 当另一个对象进入连接到该对象的触发对撞机时发送(仅限2D物理)。 | Sent when another object enters a trigger collider attached to this object (2D physics only). |
| 触发结束时2D | OnTriggerExit2D | 当另一个对象将触发对撞机附加到该对象时发送(仅2D物理)。 | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
| 触发停留时2D | OnTriggerStay2D | 在附加到该对象的触发对撞机内将其他对象发送到每个帧(仅2D物理)。 | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |