Applies forces to attract/repulse against a point.
When the source Collider2D is a trigger, the effector will apply forces whenever the target Collider2D overlaps the source. When the source Collider isn't a trigger, the effector will apply forces whenever the target Collider2D is in contact with the source only.
This effector is designed primarily to work with source Collider2D that are set as triggers so that target Collider2D can overlap the defined area.
angularDrag | La fricción angular (angular drag) en ser aplicada a los rigid-bodies. |
distanceScale | La escala aplicada a la distancia entre la fuente y el objetivo. |
drag | La fricción lineal (linear drag) en ser aplicada a los rigid-bodies. |
forceMagnitude | La magnitud de la fuerza a ser aplicada. |
forceMode | El modo utilizado para aplicar la fuerza del effector. |
forceSource | The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. |
forceTarget | El objetivo dónde el effector aplica cualquier fuerza. |
forceVariation | La variación de la magnitud de la fuerza en ser aplicada. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
colliderMask | La mask (máscara) utilizada para seleccionar capas especificas permitidas para interactuar con el effector. |
useColliderMask | Should the collider-mask be used or the global collision matrix? |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama 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? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |