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CloseshapeIndex | The index of the shape stored the PhysicsShapeGroup2D. |
When destroying a shape at the specified shapeIndex
, all other shapes that exist above the specified shapeIndex
will have their shape indices updated appropriately.
using UnityEngine; using UnityEngine.Assertions;
public class Example : MonoBehaviour { void Start() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();
// Add two Circles to the shape group. shapeGroup.AddCircle ( center: Vector2.left, radius: 1f ); var shapeIndex = shapeGroup.AddCircle ( center: Vector2.right, radius: 1f );
// Add a Box to the shape group. shapeGroup.AddBox ( center: new Vector2(3f, 2f), size: new Vector2(1f, 1f) );
// Validate the contents. Assert.AreEqual(1 + 1 + 1, shapeGroup.shapeCount); Assert.AreEqual(1 + 1 + 4, shapeGroup.vertexCount); Assert.AreEqual(PhysicsShapeType2D.Circle, shapeGroup.GetShape(0).shapeType); Assert.AreEqual(PhysicsShapeType2D.Circle, shapeGroup.GetShape(1).shapeType); Assert.AreEqual(PhysicsShapeType2D.Polygon, shapeGroup.GetShape(2).shapeType);
// Delete the second Circle shape. shapeGroup.DeleteShape(shapeIndex);
// Validate the contents. Assert.AreEqual(1 + 1, shapeGroup.shapeCount); Assert.AreEqual(1 + 4, shapeGroup.vertexCount); Assert.AreEqual(PhysicsShapeType2D.Circle, shapeGroup.GetShape(0).shapeType); Assert.AreEqual(PhysicsShapeType2D.Polygon, shapeGroup.GetShape(1).shapeType); } }