TargetJoint2D

class in UnityEngine

/

Hereda de:Joint2D

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Descripción

The joint attempts to move a Rigidbody2D to a specific target position.

This joint is the only joint that doesn't connect two Rigidbody2D together. Instead, it only operates on the single body it is connected to.

When connected, it will attempt to move the body to a specified target position. When setting a target you can also set the anchor position which is a point relative to the Rigidbody2D where forces will be applied.

The joint moves the body using a configurable spring that has a force limit.

An example usage for this joint might be to enable Collider2D to be dragged, selecting an anchor point and moving the body to the position under the mouse.

Variables

anchorThe local-space anchor on the rigid-body the joint is attached to.
autoConfigureTargetShould the target be calculated automatically?
dampingRatioThe amount by which the target spring force is reduced in proportion to the movement speed.
frequencyThe frequency at which the target spring oscillates around the target position.
maxForceThe maximum force that can be generated when trying to maintain the target joint constraint.
targetThe world-space position that the joint will attempt to move the body to.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectEl game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject.
attachedRigidbodyThe Rigidbody2D attached to the Joint2D.
breakForceLa fuerza que necesita ser aplicada a esta articulación para que se rompa.
breakTorqueEl torque que necesita ser aplicado a esta articulación para que rompa.
connectedBodyThe Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).
enableCollisionShould the two rigid bodies connected with this joint collide with each other?
reactionForceGets the reaction force of the joint.
reactionTorqueGets the reaction torque of the joint.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenRetorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad).
GetComponentInParentRetorna el componente de tipo type en el GameObject o cualquiera de sus padres.
GetComponentsRetorna todos los componentes de tipo type en el GameObject.
GetComponentsInChildrenRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo.
GetComponentsInParentRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetReactionForceGets the reaction force of the joint given the specified timeStep.
GetReactionTorqueGets the reaction torque of the joint given the specified timeStep.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the object.

Funciones Estáticas

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.

Mensajes

OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.