Version: 2021.2
언어: 한국어

BuoyancyEffector2D

class in UnityEngine

/

다음으로부터 상속:Effector2D

매뉴얼로 전환

설명

Applies forces to simulate buoyancy, fluid-flow and fluid drag.

When any Collider2D overlap the area defined by the effector, calculations are made to determine if they are below the surfaceLevel. If they are not, no forces are applied. If they are then the effector will apply buoyancy forces in an attempt to move the Collider2D to the surfaceLevel i.e. they will float.

This effector is designed primarily to work with Collider2D that are set as triggers so that Collider2D can overlap the defined area and have buoyancy forces applied to them.

변수

angularDragA force applied to slow angular movement of any Collider2D in contact with the effector.
densityThe density of the fluid used to calculate the buoyancy forces.
flowAngleThe angle of the force used to similate fluid flow.
flowMagnitudeThe magnitude of the force used to similate fluid flow.
flowVariationThe random variation of the force used to similate fluid flow.
linearDragA force applied to slow linear movement of any Collider2D in contact with the effector.
surfaceLevelDefines an arbitrary horizontal line that represents the fluid surface level.

상속된 멤버

변수

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
colliderMaskThe mask used to select specific layers allowed to interact with the effector.
useColliderMaskShould the collider-mask be used or the global collision matrix?
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentReturns the component of type if the GameObject has one attached.
GetComponentInChildrenReturns the Component of type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the Component of type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

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.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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