explosionForce | The force of the explosion (which may be modified by distance). |
explosionPosition | The centre of the sphere within which the explosion has its effect. |
explosionRadius | The radius of the sphere within which the explosion has its effect. |
upwardsModifier | Adjustment to the apparent position of the explosion to make it seem to lift objects. |
mode | The method used to apply the force to its targets. |
Применение силы к твердому телу имитирует эффект взрыва. Сила взрыва убывает линейно относительно расстояния до твердого тела.
The explosion is modelled as a sphere with a certain centre position and radius in world space; normally, anything outside the sphere is not affected by the explosion and the force decreases in proportion to distance from the centre. However, if a value of zero is passed for the radius then the full force will be applied regardless of how far the centre is from the rigidbody.
By default, the direction of the force is the line going from the explosion centre to the rigidbody's centre of mass. If you pass a non-zero value for the upwardsModifier
parameter, the direction will be modified by subtracting that value from the Y component of the centre point. For example, if you pass a value of 2.0 for upwardsModifier
, the explosion will appear to be centred 2.0 units below its actual position for purposes of calculating the force direction (ie, the centre and the radius of effect are not modified). Using this parameter, you can easily make the explosion appear to throw objects up into the air, which often gives a more dramatic effect than a simple outward force.
Force can be applied only to an active rigidbody. If a GameObject is inactive, AddExplosionForce has no effect.
using UnityEngine; using System.Collections;
// Applies an explosion force to all nearby rigidbodies public class ExampleClass : MonoBehaviour { public float radius = 5.0F; public float power = 10.0F;
void Start() { Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); foreach (Collider hit in colliders) { Rigidbody rb = hit.GetComponent<Rigidbody>();
if (rb != null) rb.AddExplosionForce(power, explosionPos, radius, 3.0F); } } }