Classe de moteur
PhysicsService
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Résumé
Méthodes
CollisionGroupContainsPart(name: string,part: BasePart):boolean |
CollisionGroupsAreCollidable(name1: string,name2: string):boolean |
CollisionGroupSetCollidable(name1: string,name2: string,collidable: boolean):() |
CreateCollisionGroup(name: string):number |
GetCollisionGroupId(name: string):number |
GetCollisionGroupName(name: number):string |
RegisterCollisionGroup(name: string):() |
RemoveCollisionGroup(name: string):() |
RenameCollisionGroup(from: string,to: string):() |
SetPartCollisionGroup(part: BasePart,name: string):() |
UnregisterCollisionGroup(name: string):() |
Référence API
Méthodes
CollisionGroupContainsPart
CollisionGroupsAreCollidable
CollisionGroupSetCollidable
CreateCollisionGroup
GetCollisionGroupId
GetCollisionGroupName
GetCollisionGroups
IsCollisionGroupRegistered
RegisterCollisionGroup
Paramètres
Retours
()
Échantillons de code
PhysicsService:RegisterCollisionGroup
local PhysicsService = game:GetService("PhysicsService")
local collisionGroupBall = "CollisionGroupBall"
local collisionGroupDoor = "CollisionGroupDoor"
-- Enregistrer les groupes de collision
PhysicsService:RegisterCollisionGroup(collisionGroupBall)
PhysicsService:RegisterCollisionGroup(collisionGroupDoor)
-- Assigner les parties aux groupes de collision
script.Parent.BallPart.CollisionGroup = collisionGroupBall
script.Parent.DoorPart.CollisionGroup = collisionGroupDoor
-- Définir les groupes comme non-collidables entre eux et vérifier le résultat
PhysicsService:CollisionGroupSetCollidable(collisionGroupBall, collisionGroupDoor, false)
print(PhysicsService:CollisionGroupsAreCollidable(collisionGroupBall, collisionGroupDoor)) --> falseRemoveCollisionGroup
RenameCollisionGroup
SetPartCollisionGroup