关节尝试将 Rigidbody2D 移动到指定的目标位置。
此关节是唯一没有将两个 Rigidbody2D 连接在一起的关节。它仅在与之相连的单个身体上运行。
当连接时,它尝试将身体移动到指定的 target 位置。在设置目标时,还可以设置 anchor 位置,这是一个与将被施加力的 Rigidbody2D 相对的点。
关节使用具有力限制的可配置弹簧移动身体。
此关节的使用示例可以是使 Collider2D 能够拖动,从而选择锚点以及将身体移动到鼠标下的位置。
anchor | 局部空间锚点,位于附加了关节的刚体上。 |
autoConfigureTarget | 是否应自动计算 /target/? |
dampingRatio | 目标弹簧力随移动速度成比例减少的量。 |
frequency | 弹簧在目标位置附近振荡的频率。 |
maxForce | 在尝试保持目标关节约束时可生成的最大力。 |
target | 世界空间位置,关节将尝试将身体移动到此位置。 |
enabled | 启用的 Behaviour 可更新,禁用的 Behaviour 不可更新。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | 此组件附加到的游戏对象。始终将组件附加到游戏对象。 |
tag | 此游戏对象的标签。 |
transform | 附加到此 GameObject 的 Transform。 |
attachedRigidbody | 附加到 Joint2D 的 Rigidbody2D。 |
breakAction | The action to take when the joint breaks the breakForce or breakTorque. |
breakForce | 为使此关节断开而需要施加的力。 |
breakTorque | 为使此关节断开而需要施加的扭矩。 |
connectedBody | 关节另一端附加到的 Rigidbody2D 对象(即没有关节组件的对象)。 |
enableCollision | Should the two Rigidbody2D connected with this joint collide with each other? |
reactionForce | 获取关节的反应力。 |
reactionTorque | 获取关节的反应扭矩。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
BroadcastMessage | 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | 调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。 |
SendMessageUpwards | 调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。 |
TryGetComponent | 获取指定类型的组件(如果存在)。 |
GetReactionForce | 给定指定 /timeStep/,获取关节的反应力。 |
GetReactionTorque | 根据指定的 timeStep 获取关节反应扭矩。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
OnJointBreak2D | 在附加到相同游戏对象的 Joint2D 断开时调用。 |
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