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 參考
方法
CollisionGroupContainsPart
CollisionGroupsAreCollidable
CollisionGroupSetCollidable
CreateCollisionGroup
GetCollisionGroupId
GetCollisionGroupName
GetCollisionGroups
IsCollisionGroupRegistered
RegisterCollisionGroup
參數
返回
()
範例程式碼
物理服務:註冊碰撞組
local PhysicsService = game:GetService("PhysicsService")
local collisionGroupBall = "CollisionGroupBall"
local collisionGroupDoor = "CollisionGroupDoor"
-- 註冊碰撞組
PhysicsService:RegisterCollisionGroup(collisionGroupBall)
PhysicsService:RegisterCollisionGroup(collisionGroupDoor)
-- 將部件分配到碰撞組
script.Parent.BallPart.CollisionGroup = collisionGroupBall
script.Parent.DoorPart.CollisionGroup = collisionGroupDoor
-- 將組設置為不可互撞,並檢查結果
PhysicsService:CollisionGroupSetCollidable(collisionGroupBall, collisionGroupDoor,
false)
print(PhysicsService:CollisionGroupsAreCollidable(collisionGroupBall, collisionGroupDoor))
--> falseRemoveCollisionGroup
RenameCollisionGroup
SetPartCollisionGroup