point | 圆形的中心。 |
radius | 圆形的半径。 |
layerMask | 筛选器,用于检查仅在指定层上的对象。 |
minDepth | 仅包括 Z 坐标(深度)大于或等于该值的对象。 |
maxDepth | 仅包括 Z 坐标(深度)小于或等于该值的对象。 |
Collider2D The Collider overlapping the circle.
Checks if a Collider falls within a circular area.
圆形由其在世界空间中的中心坐标及其半径定义。可选的 layerMask 可让测试仅检查特定层上的对象。
Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one Collider falls within the circle then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no Colliders in the circle.
See Also: OverlapCircleAll, OverlapCircleNonAlloc.
point | 圆形的中心。 |
radius | 圆形的半径。 |
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。注意,法线角度不用于重叠测试。 |
results | 用于接收结果的数组。该数组的大小决定可返回的结果的最大数量。 |
int
返回放置在 results
数组中的结果数。
检查碰撞体是否位于一个圆形区域内。
圆形由其在世界空间中的中心坐标及其半径定义。
This function returns the number of Colliders found and places those Colliders in the results
array. The results can also be filtered by the contactFilter
. Note that filtering by normal angle is not available for overlap functions.
point | 圆形的中心。 |
radius | 圆形的半径。 |
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。注意,法线角度不用于重叠测试。 |
results | 用于接收结果的列表。 |
int
返回放置在 results
列表中的结果数。
检查碰撞体是否位于一个圆形区域内。
圆形由其在世界空间中的中心坐标及其半径定义。
该整数返回值是写入到 results
列表中的结果数。如果结果列表中没有足够的元素来报告所有这些结果,则会调整列表的大小。这可在 results
列表无需调整大小时防止为结果分配内存,可在经常执行查询时提高垃圾收集性能。
也可以通过 contactFilter
对结果进行筛选。
注意,按法线角筛选不适用于重叠函数。
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