Version: 2018.1
public static Collider2D OverlapCircle (Vector2 point, float radius, int layerMask= DefaultRaycastLayers, float minDepth= -Mathf.Infinity, float maxDepth= Mathf.Infinity);

パラメーター

point円の中心
radius円の半径
layerMask特定レイヤーのオブジェクトのみを判定するフィルター
minDepthこの値以上の Z 座標(深度)を持つオブジェクトのみを含みます。
maxDepthこの値以下の Z 座標(深度)を持つオブジェクトのみを含みます。

戻り値

Collider2D The collider overlapping the circle.

説明

Checks if a collider falls within a circular area.

円はワールド座標の中心点や半径により定義されます。オプションとして layerMask を設定することで特定レイヤーのオブジェクトのみ判定できます。

Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate. If more than one collider falls within the circle then the one returned will be the one with the lowest Z coordinate value. Null is returned if there are no colliders in the circle. See Also: OverlapCircleAll, OverlapCircleNonAlloc.


public static int OverlapCircle (Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results);

パラメーター

point円の中心
radius円の半径
contactFilterThe contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.
resultsThe array to receive results. The size of the array determines the maximum number of results that can be returned.

戻り値

int Returns the number of results placed in the results array.

説明

Checks if a collider is within a circular area.

The circle is defined by its centre coordinate in world space and by its radius.

This function returns the number of colliders found and places those colliders in the results array. The results can also be filtered by the contactFilter. Note that filtering by normal angle is not available for overlap functions.

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