collider | 定义用于查询其他碰撞体重叠的区域的碰撞体。 |
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。 |
layerMask | 筛选器,用于检查仅在指定层上的对象。 |
contactFilter | 用于以不同方式筛选结果的接触筛选器,例如按层遮罩和 Z 深度。注意,法线角度不用于重叠测试。 |
int
返回放置在 results
数组中的结果数。
将一个碰撞体与 PhysicsScene2D 中的碰撞体进行比对,返回所有交点。
从概念上说,"OverlapCollider" 就像通过碰撞体形状查看场景以确定可以看到的内容。在该过程中,可以检测并报告所看到的任何 Collider2D。
此函数返回与盒体重叠的 Collider2D 数组。
整数返回值为与该盒体交叠的对象数(可能为零),但如果结果数组中没有足够的元素来报告所有这些结果,则不会调整该数组的大小。其意义在于不为这些结果分配内存,因此会提高垃圾收集性能。请注意,如果传递空数组,则始终会得到零结果。
layerMask 可用于仅在特定层上有选择地检测对象(例如,这让您能够仅将检测应用于敌人角色)。使用 contactFilter
的此方法重载可以按 ContactFilter2D 中提供的选项筛选结果。
另请参阅:PhysicsScene2D、LayerMask、Physics2D.DefaultRaycastLayers、Physics2D.IgnoreRaycastLayer、Physics2D.queriesHitTriggers、Collider2D.OverlapCollider 和 Rigidbody2D.OverlapCollider。
collider | 定义用于查询其他碰撞体重叠的区域的碰撞体。 |
contactFilter | 用于以不同方式筛选结果的接触筛选器,例如按层遮罩和 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。
将一个碰撞体与 PhysicsScene2D 中的碰撞体进行比对,返回所有交点。
从概念上说,"OverlapCollider" 就像通过碰撞体形状查看场景以确定可以看到的内容。在该过程中,可以检测并报告所看到的任何 Collider2D。
此函数返回与盒体重叠的 Collider2D 数组。
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。
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