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Close球体の内部や触れたすべてのコライダーの配列を取得します
注意: 現在は実際のコライダに対してではなく、コライダの境界部分に対してのみチェックを行ないます。
// Call a damage function on all objects caught in the // radius of an explosion. function ExplosionDamage(center: Vector3, radius: float) { var hitColliders = Physics.OverlapSphere(center, radius); for (var i = 0; i < hitColliders.Length; i++) { hitColliders[i].SendMessage("AddDamage"); } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void ExplosionDamage(Vector3 center, float radius) { Collider[] hitColliders = Physics.OverlapSphere(center, radius); int i = 0; while (i < hitColliders.Length) { hitColliders[i].SendMessage("AddDamage"); i++; } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def ExplosionDamage(center as Vector3, radius as float) as void: hitColliders as (Collider) = Physics.OverlapSphere(center, radius) i as int = 0 while i < hitColliders.Length: hitColliders[i].SendMessage('AddDamage') i++