요약
메서드
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):() |
상속된 멤버
API 참조
메서드
CollisionGroupContainsPart
CollisionGroupsAreCollidable
CollisionGroupSetCollidable
CreateCollisionGroup
GetCollisionGroupId
GetCollisionGroupName
GetCollisionGroups
IsCollisionGroupRegistered
RegisterCollisionGroup
매개 변수
반환
()
코드 샘플
물리 서비스:충돌 그룹 등록
local PhysicsService = game:GetService("PhysicsService")
local collisionGroupBall = "CollisionGroupBall"
local collisionGroupDoor = "CollisionGroupDoor"
-- 충돌 그룹 등록
PhysicsService:RegisterCollisionGroup(collisionGroupBall)
PhysicsService:RegisterCollisionGroup(collisionGroupDoor)
-- 부품을 충돌 그룹에 할당
script.Parent.BallPart.CollisionGroup = collisionGroupBall
script.Parent.DoorPart.CollisionGroup = collisionGroupDoor
-- 그룹을 서로 충돌하지 않도록 설정하고 결과 확인
PhysicsService:CollisionGroupSetCollidable(collisionGroupBall, collisionGroupDoor, false)
print(PhysicsService:CollisionGroupsAreCollidable(collisionGroupBall, collisionGroupDoor)) --> falseRemoveCollisionGroup
RenameCollisionGroup
SetPartCollisionGroup