Version: 2023.2
言語: 日本語

EdgeCollider2D

class in UnityEngine

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継承:Collider2D

マニュアルに切り替える

説明

頂点により定義される任意の辺(線)の組み合わせを表す 2D 物理挙動のためのコライダー

変数

adjacentEndPointDefines the position of a virtual point adjacent to the end point of the EdgeCollider2D.
adjacentStartPointDefines the position of a virtual point adjacent to the start point of the EdgeCollider2D.
edgeCount辺の数を取得します
edgeRadiusControls the radius of all edges created by the collider.
pointCount点の数を取得します
points複数の連続辺を定義する点を取得/設定します
useAdjacentEndPointSet this to true to use the adjacentEndPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's end point. Set this to false to not use the adjacentEndPoint, and the collision normal becomes the direction of motion of the collision.
useAdjacentStartPointSet this to true to use the adjacentStartPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's start point. Set this to false to not use the adjacentStartPoint, and the collision normal becomes the direction of motion of the collision.

Public 関数

GetPointsGets all the points that define a set of continuous edges.
Resetリセットして、二つの点で構成される一つの辺に戻します
SetPointsSets all the points that define a set of continuous edges.

継承メンバー

変数

enabled有効であれば更新され、無効であれば更新されません。
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
attachedRigidbodyThe Rigidbody2D attached to the Collider2D.
bouncinessGet the bounciness used by the collider.
boundsコライダーのワールド座標のバウンディング空間
callbackLayersThe Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D.
compositeGet the CompositeCollider2D that is available to be attached to the collider.
compositeCapableIndicates if this Collider2D is capable of being composited by the CompositeCollider2D.
compositeOperationThe composite operation to be used by a CompositeCollider2D.
compositeOrderThe composite operation order to be used when a CompositeCollider2D is used.
contactCaptureLayersThe layers of other Collider2D involved in contacts with this Collider2D that will be captured.
density質量の計算に使用されるコライダーの密度( auto mass が有効の場合)
errorStateThe error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only)
excludeLayersThe additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not.
forceReceiveLayersThe Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D.
forceSendLayersThe Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D.
frictionGet the friction used by the collider.
includeLayersThe additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not.
isTriggerコライダーはトリガーとして設定されているかどうか
layerOverridePriorityA decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not.
localToWorldMatrixThe transformation matrix used to transform the Collider physics shapes to world space.
offsetコライダージオメトリのローカルでのオフセット。
shapeCountThe number of active PhysicsShape2D the Collider2D is currently using.
sharedMaterialThe PhysicsMaterial2D that is applied to this collider.
usedByEffectorコライダーが Effector をアタッチしているかどうか。
gameObjectこのコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。
tagゲームオブジェクトのタグ
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

CastCasts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself.
ClosestPointReturns a point on the perimeter of this Collider that is closest to the specified position.
CreateMeshCreates a planar Mesh that is identical to the area defined by the Collider2D geometry.
DistanceCalculates the minimum separation of this collider against another collider.
GetContactsRetrieves all contact points for this Collider.
GetShapeBoundsRetrieves a list of Bounds for all PhysicsShape2D created by this Collider2D, and returns the combined Bounds of the retrieved list.
GetShapeHashGenerates a simple hash value based upon the geometry of the Collider2D.
GetShapesGets all the PhysicsShape2D used by the Collider2D.
IsTouchingこのコライダーが コライダー に触れているかをチェックします
IsTouchingLayersこのコライダーが指定した レイヤーマスク のコライダーに触れているかをチェックします
OverlapGet a list of all Colliders that overlap this Collider.
OverlapPoint空間上でコライダーがある地点を含むかチェックします
RaycastCasts a ray into the Scene that starts at the Collider position and ignores the Collider itself.
BroadcastMessageゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します
SendMessageUpwardsゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static 関数

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。

メッセージ

OnCollisionEnter2Dオブジェクトのコライダーが別のコライダーに衝突したときに呼び出されます(2D 物理挙動のみ)
OnCollisionExit2Dオブジェクトのコライダーと別のオブジェクトコライダーが衝突から離れた瞬間に呼び出されます(2D 物理挙動のみ)
OnCollisionStay2Dオブジェクトのコライダーと別のオブジェクトのコライダーが衝突している間、毎フレーム呼び出され続けます(2D 物理挙動のみ)
OnTriggerEnter2Dオブジェクトにアタッチしたトリガーの中に別のオブジェクトが入ったときに呼び出されます。(2D 物理挙動のみ)
OnTriggerExit2Dトリガー状態のオブジェクトのコライダーと別のオブジェクトのコライダーが衝突から離れた瞬間に、呼び出されます。(2D 物理挙動のみ)
OnTriggerStay2Dトリガー状態のオブジェクトのコライダーと別のオブジェクトのコライダー衝突している間、毎フレーム呼び出され続けます。(2D 物理挙動のみ)