contacts | 用于获取这些结果的 ContactPoint2D 数组。 |
int
返回放置在 contacts
数组中的接触数。
获取该碰撞体的所有接触点。
如果接触涉及被设置为触发器的 Collider2D,则这里不会返回这些接触,因为触发碰撞体没有接触点。
您应传入一个大到足以包含您想要返回的所有接触的数组。这个数组一般会被重用,因此其大小应能够返回合理数量的接触。此函数不进行分配,这意味着不需要垃圾回收器进行回收。
另请参阅:Rigidbody2D.GetContacts 和 Physics2D.GetContacts。
colliders | 用于获取这些结果的 Collider2D 数组。 |
int
返回放置在 colliders
数组中的接触数。
获取与该碰撞体接触的所有碰撞体。
您应传入一个大到足以包含您想要返回的所有接触的数组。这个数组一般会被重用,因此其大小应能够返回合理数量的接触。此函数不进行分配,这意味着不需要垃圾回收器进行回收。
另请参阅:Rigidbody2D.GetContacts 和 Physics2D.GetContacts。
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
contacts | 用于获取这些结果的 ContactPoint2D 数组。 |
int
返回放置在 contacts
数组中的接触数。
获取该碰撞体的所有接触点,其结果按 ContactFilter2D
进行筛选。
如果接触涉及被设置为触发器的 Collider2D,则这里不会返回这些接触,因为触发碰撞体没有接触点。如果 contactFilter
的 ContactFilter2D.useTriggers 设置为 true,则其为 true。
您应传入一个大到足以包含您想要返回的所有接触的数组。这个数组一般会被重用,因此其大小应能够返回合理数量的接触。此函数不进行分配,这意味着不需要垃圾回收器进行回收。
另请参阅:Rigidbody2D.GetContacts 和 Physics2D.GetContacts。
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
colliders | 用于获取这些结果的 Collider2D 数组。 |
int
返回放置在 colliders
数组中的碰撞体数。
获取与该碰撞体接触的所有碰撞体,其结果按 ContactFilter2D
进行筛选。
您应传入一个大到足以包含您想要返回的所有接触的数组。这个数组一般会被重用,因此其大小应能够返回合理数量的接触。此函数不进行分配,这意味着不需要垃圾回收器进行回收。
另请参阅:Rigidbody2D.GetContacts 和 Physics2D.GetContacts。
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