Version: 2023.1
言語: 日本語
public static int OverlapSphereNonAlloc (Vector3 position, float radius, Collider[] results, int layerMask= AllLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

パラメーター

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

戻り値

int Returns the amount of colliders stored into the results buffer.

説明

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.