Version: 2023.2
言語: 日本語
public static ColliderDistance2D Distance (Collider2D colliderA, Collider2D colliderB);

パラメーター

colliderA A Collider used to calculate the minimum distance against colliderB.
colliderB A Collider used to calculate the minimum distance against colliderA.

戻り値

ColliderDistance2D The minimum distance between colliderA and colliderB.

説明

Calculates the minimum distance between two Colliders.

A valid colliderA and colliderB must be provided for the returned ColliderDistance2D to be valid i.e. both colliderA or colliderB should not be NULL, should not be disabled and must contain collision shapes. You can check if the returned value is valid by checking ColliderDistance2D.isValid.

See Also: Collider2D.Distance and Rigidbody2D.Distance.


public static ColliderDistance2D Distance (Collider2D colliderA, Vector2 positionA, float angleA, Collider2D colliderB, Vector2 positionB, float angleB);

パラメーター

colliderA A Collider used to calculate the minimum distance against colliderB.
positionA The position to use for colliderA.
angleA The rotation to use for colliderA.
colliderB A Collider used to calculate the minimum distance against colliderA.
positionB The position to use for colliderB.
angleB The rotation to use for colliderB.

戻り値

ColliderDistance2D The minimum distance between colliderA and colliderB.

説明

Calculates the minimum distance between two Colliders.

A valid colliderA and colliderB must be provided for the returned ColliderDistance2D to be valid i.e. both colliderA or colliderB should not be NULL, should not be disabled and must contain collision shapes. You can check if the returned value is valid by checking ColliderDistance2D.isValid.

NOTE: The positions and angles used here represent the position of the Rigidbody2D the respective Collider2D is attached to. If the Collider2D is offset from the center of mass then the Collider2D will use the same offset. This can be confusing so it is recommened that only Collider2D that align with the center of mass are used. If not then you must take this into account. If the Collider2D is not attached to a Rigidbody2D, this call cannot be used and will result in a warning.

See Also: Collider2D.Distance and Rigidbody2D.Distance.

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