玩法 / PhysicsService
PhysicsService Class
碰撞组
Table of contents
Methods
addCollisionGroup(name: string): void |
|---|
| 添加新碰撞组 |
deleteCollisionGroup(name: string): void |
| 删除已有碰撞组 |
getAvailableCollisionGroupsCount(): number |
| 获取当前可剩余使用碰撞组数量 |
getCollisionBetweenGroups(group1: string, group2: string): boolean |
| 获取两碰撞组之间的碰撞关系(是否可发生碰撞) |
getValidCollisionGroups(): string[] |
| 获取当前已添加的碰撞组名列表 |
isCollisionGroupValid(name: string): boolean |
| 检测碰撞组是否有效(已添加过) |
renameCollisionGroup(previousName: string, newName: string): void |
| 重命名碰撞组 |
setCollisionBetweenGroups(group1: string, group2: string, collidable: boolean): void |
| 设置俩碰撞组之间的碰撞关系(是否可发生碰撞) |
Methods
addCollisionGroup
• Static addCollisionGroup(name): void
添加新碰撞组
Parameters
name string | 碰撞组名 range: 不限制 |
|---|
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
PhysicsService.addCollisionGroup("GroupC");
console.log(PhysicsService.getValidCollisionGroups());
})
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
PhysicsService.addCollisionGroup("GroupC");
console.log(PhysicsService.getValidCollisionGroups());
})
}
}deleteCollisionGroup
• Static deleteCollisionGroup(name): void
删除已有碰撞组
Parameters
name string | 碰撞组名 range: 不限制 |
|---|
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
PhysicsService.deleteCollisionGroup("GroupA");
console.log(PhysicsService.getValidCollisionGroups());
})
}
protected onUpdate(dt: number): void {
}
// 脚本被销毁时最后一帧执行完调用此函数
protected onDestroy(): void {
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
PhysicsService.deleteCollisionGroup("GroupA");
console.log(PhysicsService.getValidCollisionGroups());
})
}
protected onUpdate(dt: number): void {
}
// 脚本被销毁时最后一帧执行完调用此函数
protected onDestroy(): void {
}
}getAvailableCollisionGroupsCount
• Static getAvailableCollisionGroupsCount(): number
获取当前可剩余使用碰撞组数量
Returns
number | 剩余可用碰撞组数量 |
|---|
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.getAvailableCollisionGroupsCount());
})
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.getAvailableCollisionGroupsCount());
})
}
}getCollisionBetweenGroups
• Static getCollisionBetweenGroups(group1, group2): boolean
获取两碰撞组之间的碰撞关系(是否可发生碰撞)
Parameters
group1 string | 碰撞组名 1 range: 不限制 |
|---|---|
group2 string | 碰撞组名 2 range: 不限制 |
Returns
boolean | 碰撞关系(是否可发生碰撞) |
|---|
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.getCollisionBetweenGroups("GroupA", "GroupB"));
})
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.getCollisionBetweenGroups("GroupA", "GroupB"));
})
}
}getValidCollisionGroups
• Static getValidCollisionGroups(): string[]
获取当前已添加的碰撞组名列表
Returns
string[] | 当前已添加的碰撞组名列表 |
|---|
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.getValidCollisionGroups());
})
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.getValidCollisionGroups());
})
}
}isCollisionGroupValid
• Static isCollisionGroupValid(name): boolean
检测碰撞组是否有效(已添加过)
Parameters
name string | 碰撞组名 range: 不限制 |
|---|
Returns
boolean | 碰撞组是否有效 |
|---|
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.isCollisionGroupValid("GroupC"));
})
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
console.log(PhysicsService.isCollisionGroupValid("GroupC"));
})
}
}renameCollisionGroup
• Static renameCollisionGroup(previousName, newName): void
重命名碰撞组
Parameters
previousName string | 碰撞组名 range: 不限制 |
|---|---|
newName string | 新碰撞组名 range: 不限制 |
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
PhysicsService.renameCollisionGroup("GroupA","GroupC");
console.log(PhysicsService.getValidCollisionGroups());
})
}
protected onUpdate(dt: number): void {
}
// 脚本被销毁时最后一帧执行完调用此函数
protected onDestroy(): void {
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
PhysicsService.renameCollisionGroup("GroupA","GroupC");
console.log(PhysicsService.getValidCollisionGroups());
})
}
protected onUpdate(dt: number): void {
}
// 脚本被销毁时最后一帧执行完调用此函数
protected onDestroy(): void {
}
}setCollisionBetweenGroups
• Static setCollisionBetweenGroups(group1, group2, collidable): void
设置俩碰撞组之间的碰撞关系(是否可发生碰撞)
Parameters
group1 string | 碰撞组名1 range: 不限制 |
|---|---|
group2 string | 碰撞组名2 range: 不限制 |
collidable boolean | 是否可碰撞 |
ts
@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
this.serverCreateBall(new Vector(300, 0, 0), "GroupA", true);
})
// 创建正常碰撞的球体B并设置碰撞组为GroupB
InputUtil.onKeyDown(Keys.Two, ()=>{
this.serverCreateBall(new Vector(600, 0, 0), "GroupB", false);
})
}
@mw.RemoteFunction(mw.Server)
serverCreateBall(pos:Vector, Group:string, bPhysicsSimulate:boolean)
{
GameObject.asyncSpawn("197388", {replicates:true}).then((obj)=>{
let ball = obj as mw.Model;
ball.worldTransform.position = pos;
if (bPhysicsSimulate)
{
ball.physicsEnabled = true;
ball.massEnabled = true;
ball.mass = 50;
}
ball.collisionGroup = Group;
})
}
}@Component
export default class CollisionGroup extends Script {
// 当脚本被实例后,会在第一帧更新前调用此函数
protected onStart(): void {
PhysicsService.addCollisionGroup("GroupA");
PhysicsService.addCollisionGroup("GroupB");
PhysicsService.setCollisionBetweenGroups("GroupA", "GroupB", false);
// 创建模拟物理的球体A并设置碰撞组为GroupA
InputUtil.onKeyDown(Keys.One, ()=>{
this.serverCreateBall(new Vector(300, 0, 0), "GroupA", true);
})
// 创建正常碰撞的球体B并设置碰撞组为GroupB
InputUtil.onKeyDown(Keys.Two, ()=>{
this.serverCreateBall(new Vector(600, 0, 0), "GroupB", false);
})
}
@mw.RemoteFunction(mw.Server)
serverCreateBall(pos:Vector, Group:string, bPhysicsSimulate:boolean)
{
GameObject.asyncSpawn("197388", {replicates:true}).then((obj)=>{
let ball = obj as mw.Model;
ball.worldTransform.position = pos;
if (bPhysicsSimulate)
{
ball.physicsEnabled = true;
ball.massEnabled = true;
ball.mass = 50;
}
ball.collisionGroup = Group;
})
}
}