本文整理汇总了C#中UnityEngine.BoxCollider类的典型用法代码示例。如果您正苦于以下问题:C# BoxCollider类的具体用法?C# BoxCollider怎么用?C# BoxCollider使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BoxCollider类属于UnityEngine命名空间,在下文中一共展示了BoxCollider类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: OnStart
public override void OnStart(StartState state)
{
if (HighLogic.LoadedSceneIsFlight)
{
if (escapeHatch == null)
{
escapeHatch = new GameObject("EscapeHatch");
escapeHatch.tag = "Airlock";
escapeHatch.layer = 21;
escapeHatch.transform.parent = this.part.transform;
escapeHatch.transform.localEulerAngles = new Vector3(0, 0, 0);
escapeHatch.transform.localPosition = new Vector3(0, 0, 0);
escapeHatch.AddComponent<BoxCollider>();
escapeHatchCollider = escapeHatch.GetComponent<BoxCollider>();
escapeHatchCollider.size = new Vector3(0.25f, 0.25f, 0.25f);
escapeHatchCollider.isTrigger = true;
this.part.airlock = escapeHatch.transform;
print("[TakeCommand] added escape hatch to " + this.part.name + " (" + this.part.GetInstanceID() + ")");
// Disable it for now until we need it
escapeHatch.collider.enabled = true;
}
}
base.OnStart(state);
}
开发者ID:Kerbas-ad-astra,项目名称:TakeCommand,代码行数:29,代码来源:TakeCommand.cs
示例2: OnDrawGizmos
private void OnDrawGizmos()
{
if (_shouldRender == false)
return;
if (this._collider == null)
{
this._collider = this.gameObject.transform.GetComponent<BoxCollider>();
}
if (this._collider == null)
{
return;
}
if (this._shouldRenderOnlyWhenSelected == true)
{
if (UnityEditor.Selection.activeTransform == null)
{
return;
}
if (UnityEditor.Selection.activeTransform.GetComponentsInChildren<Transform>(true).Contains(this.transform) == false)
{
return;
}
}
Matrix4x4 gizmoMatrix = Matrix4x4.TRS(this.transform.position, this.transform.rotation, this.transform.lossyScale);
Gizmos.matrix = gizmoMatrix;
Gizmos.color = this._volumeColor;
Gizmos.DrawCube(this._collider.center, this._collider.size);
}
开发者ID:supertms,项目名称:WolongYin,代码行数:34,代码来源:EditorVisibleVolume.cs
示例3: UnityBoxCollider
public UnityBoxCollider(GameObject obj)
{
box = obj.GetComponent<BoxCollider>();
if (null == box) {
box = obj.AddComponent<BoxCollider>();
}
}
开发者ID:ZackGill,项目名称:Uniject,代码行数:7,代码来源:UnityBoxCollider.cs
示例4: Awake
void Awake()
{
//punchParticles = GetComponent<ParticleSystem> ();
punchAudio = GetComponent<AudioSource> ();
boxCollider = GetComponent<BoxCollider> ();
//anim = GetComponent<Animation> ();
}
开发者ID:enro92,项目名称:Unity,代码行数:7,代码来源:PlayerPunch.cs
示例5: Start
protected override void Start()
{
base.Start();
laserMesh = transform.FindChild("Laser").gameObject.GetComponent<MeshRenderer>();
laserCollider = transform.FindChild("Laser").gameObject.GetComponent<BoxCollider>();
mirrorSync = GetComponent<spt_mirrorSync>();
}
开发者ID:misterplatt,项目名称:Shackle-170,代码行数:7,代码来源:spt_mirror.cs
示例6: Awake
void Awake()
{
cl = (GetComponent<BoxCollider>()) ?? gameObject.AddComponent<BoxCollider>();
//cl.center = new Vector3(0,(float)depth/2-height,0);
//cl.size = new Vector3(2048f,(float)depth,2048f);
cl.isTrigger = true;
}
开发者ID:evan-erdos,项目名称:pathways,代码行数:7,代码来源:WaterPhysics.cs
示例7: OnTriggerExit
protected override void OnTriggerExit( Collider other )
{
base.OnTriggerExit(other);
if( !enabled || !ShouldAffect(other) )
return;
Rigidbody rigidbody = other.GetComponent<Rigidbody>();
if( rigidbody == null )
return;
if( boxCollider == null )
boxCollider = GetComponent<BoxCollider>();
Vector3 position = transform.InverseTransformPoint( other.transform.position );
if( affectX && Mathf.Abs( position.x * 2 ) >= boxCollider.size.x )
{
position.x = -position.x;
}
if( affectY && Mathf.Abs( position.y * 2 ) >= boxCollider.size.y )
{
position.y = -position.y;
}
if( affectZ && Mathf.Abs( position.z * 2 ) >= boxCollider.size.z )
{
position.z = -position.z;
}
rigidbody.MovePosition( transform.TransformPoint(position) );
}
开发者ID:willstall,项目名称:FPS_0,代码行数:34,代码来源:WrapForceField.cs
示例8: Awake
private void Awake()
{
// Create frictionless physmaterial for walls
var material = new PhysicMaterial("Frictionless");
material.staticFriction = 0f;
material.dynamicFriction = 0f;
material.frictionCombine = PhysicMaterialCombine.Minimum;
material.bounceCombine = PhysicMaterialCombine.Minimum;
material.bounciness = 0f;
var surfaces = new BoxCollider[6];
for (var i = 0; i < 6; i++)
{
var obj = new GameObject();
obj.transform.SetParent(transform, false);
var collider = obj.AddComponent<BoxCollider>();
collider.sharedMaterial = material;
surfaces[i] = collider;
}
var size = thickness / transform.localScale.magnitude;
var offset = 0.5f + size / 2f;
// Floor
surfaces[0].size = new Vector3(1f, size, 1f);
surfaces[0].transform.localPosition = new Vector3(0f, -offset, 0f);
surfaces[0].name = "Floor";
// Ceiling
surfaces[1].size = new Vector3(1f, size, 1f);
surfaces[1].transform.localPosition = new Vector3(0f, offset, 0f);
surfaces[1].name = "Ceiling";
// Wall Z-
surfaces[2].size = new Vector3(1f, 1f, size);
surfaces[2].transform.localPosition = new Vector3(0f, 0f, -offset);
surfaces[2].name = "Wall Z-";
// Wall Z+
surfaces[3].size = new Vector3(1f, 1f, size);
surfaces[3].transform.localPosition = new Vector3(0f, 0f, offset);
surfaces[3].name = "Wall Z+";
// Wall X-
surfaces[4].size = new Vector3(size, 1f, 1f);
surfaces[4].transform.localPosition = new Vector3(-offset, 0f, 0f);
surfaces[4].name = "Wall X-";
// Wall X+
surfaces[5].size = new Vector3(size, 1f, 1f);
surfaces[5].transform.localPosition = new Vector3(offset, 0f, 0f);
surfaces[5].name = "Wall X+";
if (useLayer)
{
for (int i = 0; i < surfaces.Length; i++)
{
surfaces[i].gameObject.layer = gameObject.layer;
}
}
}
开发者ID:thebeardphantom,项目名称:UnityCommonLibrary,代码行数:59,代码来源:MakeWorldBounds.cs
示例9: OnStart
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
boxCollider = currentGameObject.GetComponent<BoxCollider>();
prevGameObject = currentGameObject;
}
}
开发者ID:dev-celvin,项目名称:DK,代码行数:8,代码来源:GetCenter.cs
示例10: Awake
void Awake()
{
kickParticle = GetComponentInChildren<ParticleSystem> ();
kickAudio = GetComponent<AudioSource> ();
boxCollider = GetComponent<BoxCollider> ();
//anim = GetComponent<Animation> ();
}
开发者ID:enro92,项目名称:Unity,代码行数:8,代码来源:PlayerKick.cs
示例11: Start
void Start()
{
_sprite = GetComponent<UISprite>();
_button = GetComponent<UIButton>();
_collider = GetComponent<BoxCollider>();
Reset();
}
开发者ID:PhilipMantrov,项目名称:JekaMinigames,代码行数:8,代码来源:BlankError.cs
示例12: From3DBoxCollider
public static void From3DBoxCollider(VLSObstructor _obstructor, BoxCollider _collider)
{
pntBuffer[3] = (_collider.size * 0.5f);
pntBuffer[2] = new Vector2(pntBuffer[3].x, -pntBuffer[3].y);
pntBuffer[1] = new Vector2(-pntBuffer[3].x, -pntBuffer[3].y);
pntBuffer[0] = new Vector2(-pntBuffer[3].x, pntBuffer[3].y);
for (int i = 0; i < 4; i++)
_obstructor.LocalVertex(10000, pntBuffer[i] + (Vector2)_collider.center);
}
开发者ID:losetear,项目名称:VLS2D,代码行数:10,代码来源:VLSConverter.cs
示例13: Awake
public void Awake()
{
Manager = GameManagerLocator.Manager;
gameObject.AddComponent<BoxCollider>();
TriggerCollider = GetComponent<BoxCollider>();
TriggerCollider.isTrigger = true;
}
开发者ID:IsaacOfModels,项目名称:Installation01,代码行数:10,代码来源:TriggerVolume.cs
示例14: baseAwake
protected void baseAwake()
{
box = GetComponent<BoxCollider>();
MeshRenderer mr = GetComponentInChildren<MeshRenderer>();
meshObj = mr.transform;
mat = mr.material;
enabledPos = meshObj.transform.position;
disabledPos = enabledPos;
disabledPos.y -= .015f;
}
开发者ID:Beanalby,项目名称:1GameAMonth14,代码行数:11,代码来源:RailSection.cs
示例15: Start
protected virtual void Start()
{
// Make sure the Tagalong object has a BoxCollider.
tagalongCollider = GetComponent<BoxCollider>();
// Get the Interpolator component and set some default parameters for
// it. These parameters can be adjusted in Unity's Inspector as well.
interpolator = gameObject.GetComponent<Interpolator>();
interpolator.SmoothLerpToTarget = SmoothMotion;
interpolator.SmoothPositionLerpRatio = SmoothingFactor;
}
开发者ID:CameronVetter,项目名称:HoloToolkit-Unity,代码行数:11,代码来源:SimpleTagalong.cs
示例16: Init
private void Init()
{
if (_isInit)
return;
_collider = GetComponent<BoxCollider>();
_sprite = GetComponent<UISprite>();
_positionStart = transform.localPosition;
_isInit = true;
}
开发者ID:PhilipMantrov,项目名称:JekaMinigames,代码行数:11,代码来源:Person.cs
示例17: Init
private void Init()
{
if (_isInit)
return;
_sprite = GetComponent<UISprite>();
_button = GetComponent<UIButton>();
_collider = GetComponent<BoxCollider>();
_isInit = true;
}
开发者ID:PhilipMantrov,项目名称:JekaMinigames,代码行数:11,代码来源:BuildObject.cs
示例18: FromCollider
public static AABBox FromCollider(BoxCollider c, bool local = false)
{
if(local)
{
return new AABBox(c.center, c.size);
}
else
{
return new AABBox(c.bounds);
}
}
开发者ID:XianWorld,项目名称:spacepuppy-unity-framework,代码行数:11,代码来源:AABBox.cs
示例19: Init
public void Init(Func<bool> shouldPauseCb, ITimeProvider time, WeaponConfig weaponConfig, BaseShip owner, Rect levelBounds )
{
base.Init( shouldPauseCb, time);
WeaponConfig = weaponConfig;
Owner = owner;
LevelBounds = levelBounds;
ProjectileCollider = gameObject.As< BoxCollider >();
if ( ProjectileCollider == null )
throw new MissingComponentException("Box collider is not present on Projectile");
}
开发者ID:forwolk,项目名称:HamburgTest,代码行数:12,代码来源:BaseProjectile.cs
示例20: Init
private void Init()
{
if (_isInit)
return;
_collider = GetComponent<BoxCollider>();
_sprite = GetComponent<UISprite>();
_startPosition = transform.position;
_currentCell = null;
_isInit = true;
}
开发者ID:PhilipMantrov,项目名称:JekaMinigames,代码行数:12,代码来源:Plate.cs
注:本文中的UnityEngine.BoxCollider类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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