position | 球体的中心。 |
radius | 球体的半径。 |
layerMask | Layer mask 定义要在查询中包括哪些碰撞体层。 |
queryTriggerInteraction | 指定该查询是否应该命中触发器。 |
Collider[] 返回一个数组,其中包含与球体接触或位于球体内部的所有碰撞体。
计算并存储接触球体或位于球体内部的碰撞体。
另请参阅:Physics.AllLayers. 分配内存。考虑改为使用 Physics.OverlapSphereNonAlloc。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { Collider[] hitColliders = Physics.OverlapSphere(center, radius); foreach (var hitCollider in hitColliders) { hitCollider.SendMessage("AddDamage"); } } }
另请参阅:层遮罩,特别是“选择性投射光线”,以查看“层遮罩”的详细示例。
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