MonoBehaviour.OnParticleCollision(GameObject)

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Descripción

OnParticleCollision se llama cuando una partícula golpea un Collider.

Esto puede ser utilizado para aplicar daño a un GameObject cuando golpee partículas.

Este mensaje es enviado a los scripts adjuntos al Particle Systems y al Collider que fue golpeado.

When OnParticleCollision is invoked from a script attached to a GameObject with a Collider, the GameObject parameter represents the ParticleSystem. The Collider receives at most one message per Particle System that collided with it in any given frame even when the Particle System struck the Collider with multiple particles in the current frame. To retrieve detailed information about all the collisions caused by the ParticleSystem, the ParticlePhysicsExtensions.GetCollisionEvents must be used to retrieve the array of ParticleSystem.CollisionEvent.

When OnParticleCollision is invoked from a script attached to a ParticleSystem, the GameObject parameter represents a GameObject with an attached Collider struck by the ParticleSystem. The ParticleSystem receives at most one message per Collider that is struck. As above, ParticlePhysicsExtensions.GetCollisionEvents must be used to retrieve all the collision incidents on the GameObject.

Los mensajes solo se envían si usted habilita Send Collision Messages en el Inspector del módulo Particle System Collision.

El OnParticleCollision puede ser una co-routine. Simplemente utilice la declaración yield en la función.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class ExampleClass : MonoBehaviour { public ParticleSystem part; public List<ParticleCollisionEvent> collisionEvents;

void Start() { part = GetComponent<ParticleSystem>(); collisionEvents = new List<ParticleCollisionEvent>(); }

void OnParticleCollision(GameObject other) { int numCollisionEvents = part.GetCollisionEvents(other, collisionEvents);

Rigidbody rb = other.GetComponent<Rigidbody>(); int i = 0;

while (i < numCollisionEvents) { if (rb) { Vector3 pos = collisionEvents[i].intersection; Vector3 force = collisionEvents[i].velocity * 10; rb.AddForce(force); } i++; } } }