position | 球形の中心 |
radius | 球形の半径 |
results | 結果を保存するバッファ |
layerMask | A Layer mask defines which layers of colliders to include in the query. |
queryTriggerInteraction | トリガーに設定されているものも検索対象にするか |
int
Returns the amount of colliders stored into the results
buffer.
球に触れている/中にあるコライダーを演算し、与えたバッファに保存します。
Does not attempt to grow the buffer if it runs out of space. The length of the buffer is returned when the buffer is full. Like Physics.OverlapSphere, but generates no garbage. See Also: Physics.AllLayers.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { int maxColliders = 10; Collider[] hitColliders = new Collider[maxColliders]; int numColliders = Physics.OverlapSphereNonAlloc(center, radius, hitColliders); for (int i = 0; i < numColliders; i++) { hitColliders[i].SendMessage("AddDamage"); } } }
See Also: Layer mask particularly "Casting Rays Selectively" for a detailed example of Layer masking.
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