SphereCollider 球体碰撞器

Inherits from Collider

A sphere-shaped primitive collider.

一个球形的基本碰撞器。

参见: BoxCollider, CapsuleCollider, PhysicMaterial, Rigidbody

Variables变量

  • center
    The center of the sphere, measured in the object's local space.
  • radius
    The radius of the sphere, measured in the object's local space.

Inherited members继承成员Inherited Variables继承变量

  • enabled
    Enabled Colliders will collide with other colliders, disabled Colliders won't.
       启用碰撞器将会碰撞其他碰撞器,禁用碰撞器就不会碰撞其他碰撞器。
  • attachedRigidbody
    The rigidbody the collider is attached to.
       碰撞器附加的刚体。
  • isTrigger
    Is the collider a trigger?
       碰撞器是一个触发器? (是否可以穿越)
  • material
    The material used by the collider.
          撞器使用的材质。
  • sharedMaterial
    The shared physic material of this collider.
          碰撞器的共享物理材质。
  • bounds
    The world space bounding volume of the collider.
          碰撞器在世界坐标空间的边界框。
  • transform
    The Transform attached to this GameObject (null if there is none attached).
          Transform附加到GameObject(游戏物体)(如无附加则为空)。
  • rigidbody
    The Rigidbody attached to this GameObject (null if there is none attached).
          Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。
  • camera
    The Camera attached to this GameObject (null if there is none attached).
          Camera附加到GameObject(游戏物体)(如无附加则为空)。
  • light
    The Light attached to this GameObject (null if there is none attached).
          Light附加到GameObject(游戏物体)(如无附加则为空)。
  • animation
    The Animation attached to this GameObject (null if there is none attached).
          Animation附加到GameObject(游戏物体)(如无附加则为空)。
  • constantForce
    The ConstantForce attached to this GameObject (null if there is none attached).
          ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。
  • renderer
    The Renderer attached to this GameObject (null if there is none attached).
          Renderer附加到GameObject(游戏物体)(如无附加则为空)。
  • audio
    The AudioSource attached to this GameObject (null if there is none attached).
          AudioSource附加到GameObject(游戏物体)(如无附加则为空)。
  • guiText
    The GUIText attached to this GameObject (null if there is none attached).
          GUIText附加到GameObject(游戏物体)(如无附加则为空)。
  • networkView
    The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
          NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。
  • guiTexture
    The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
          GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。
  • collider
    The Collider attached to this GameObject (null if there is none attached).
          Collider附加到GameObject(游戏物体)(如无附加则为空)。
  • hingeJoint
    The HingeJoint attached to this GameObject (null if there is none attached).
          HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。
  • particleEmitter
    The ParticleEmitter attached to this GameObject (null if there is none attached).
          ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。
  • gameObject
    The game object this component is attached to. A component is always attached to a game object.
          组件附加的游戏物体。一个组件总是被附加到一个游戏物体。
  • tag
    The tag of this game object.
          游戏物体的标签。
  • name
    The name of the object. //物体的名字
  • hideFlags
    Should the object be hidden, saved with the scene or modifiable by the user?
       物体是否被隐藏、保存在场景中或被用户修改?

Inherited Functions继承函数

  • ClosestPointOnBounds
    The closest point to the bounding box of the attached collider.
          到附加碰撞器的边界框最近的点。
  • Raycast
    Casts a Ray that ignores all Colliders except this one.
          投射一个光线(Ray),它忽略所有碰撞器,除了这个。
  • GetComponent
    Returns the component of Type type if the game object has one attached, null if it doesn't.
          如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。
  • GetComponent.<T>
  • GetComponent
    Returns the component with name type if the game object has one attached, null if it doesn't.
          如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。
  • GetComponentInChildren
    Returns the component of Type type in the GameObject or any of its children using depth first search.
    返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。
  • GetComponentInChildren.<T>
  • GetComponentsInChildren
    Returns all components of Type type in the GameObject or any of its children.
          在GameObject或任何它的子物体,返回全部Type类型组件
  • GetComponentsInChildren.<T>
  • GetComponents
    Returns all components of Type type in the GameObject.
          在游戏物体返回全部Type类型组件。
  • GetComponents.<T>
  • CompareTag
    Is this game object tagged tag?
          游戏物体有被标记标签么?
  • SendMessageUpwards
    Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
          在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。
  • SendMessage
    Calls the method named methodName on every MonoBehaviour in this game object.
          在游戏物体每一个MonoBehaviour上调用名为methodName的方法。
  • BroadcastMessage
    Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
          在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
  • GetInstanceID
    Returns the instance id of the object.
       返回物体的实例ID
  • ToString
    Returns the name of the game object.
    返回游戏物体的名称。

Messages Sent发送消息

  • OnTriggerEnter
    OnTriggerEnter is called when the Collider other enters the trigger.
          当碰撞器other进入触发器时OnTriggerEnter被调用。
  • OnTriggerExit
    OnTriggerExit is called when the Collider other has stopped touching the trigger.
          当碰撞器other停止触动触发器时,OnTriggerExit被调用。
  • OnTriggerStay
    OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger.
          每个碰撞器other触动触发器,几乎在所有的帧OnTriggerStay被调用。
  • OnCollisionEnter
    OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
          当collider/rigidbody开始触动另一个rigidbody/collider时OnCollisionEnter被调用。
  • OnCollisionExit
    OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
          当 collider/rigidbody停止触动另一个 rigidbody/collider时,OnCollisionExit被调用。
  • OnCollisionStay
    OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
          每个collider/rigidbody触动rigidbody/collider,将在每帧调用OnCollisionStay。通俗的说,

Inherited Class Functions继承类函数

  • Destroy
    Removes a gameobject, component or asset.
       删除一个游戏物体、组件或资源
  • DestroyImmediate
    Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
       立即销毁物体obj,强烈建议使用Destroy代替。
  • DontDestroyOnLoad
    Makes the object target not be destroyed automatically when loading a new scene.
       加载新场景的时候使目标物体不被自动销毁。
  • FindObjectOfType
    Returns the first active loaded object of Type type.
       返回Type类型第一个激活的加载的物体。
  • FindObjectsOfType
    Returns a list of all active loaded objects of Type type.
       返回Type类型的所有激活的加载的物体列表
  • Instantiate
    Clones the object original and returns the clone.
        克隆原始物体,并返回克隆的物体
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