概要
方法
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):() |
API 参考
方法
CollisionGroupContainsPart
CollisionGroupsAreCollidable
CollisionGroupSetCollidable
CreateCollisionGroup
GetCollisionGroupId
GetCollisionGroupName
GetCollisionGroups
IsCollisionGroupRegistered
RegisterCollisionGroup
参数
返回
()
代码示例
物理服务:注册碰撞组
local PhysicsService = game:GetService("PhysicsService")
local collisionGroupBall = "CollisionGroupBall"
local collisionGroupDoor = "CollisionGroupDoor"
-- 注册碰撞组
PhysicsService:RegisterCollisionGroup(collisionGroupBall)
PhysicsService:RegisterCollisionGroup(collisionGroupDoor)
-- 将部分分配给碰撞组
script.Parent.BallPart.CollisionGroup = collisionGroupBall
script.Parent.DoorPart.CollisionGroup = collisionGroupDoor
-- 设置组之间为不可相撞并检查结果
PhysicsService:CollisionGroupSetCollidable(collisionGroupBall, collisionGroupDoor, false)
print(PhysicsService:CollisionGroupsAreCollidable(collisionGroupBall, collisionGroupDoor)) --> falseRemoveCollisionGroup
RenameCollisionGroup
SetPartCollisionGroup