- Awake
- CancelInvoke
- FixedUpdate
- InvokeRepeating
- Invoke
- IsInvoking
- LateUpdate
- OnApplicationFocus
- OnApplicationPause
- OnApplicationQuit
- OnBecameInvisible
- OnBecameVisible
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- OnConnectedToServer
- OnControllerColliderHit
- OnDestroy
- OnDisable
- OnDisconnectedFromServer
- OnDrawGizmosSelected
- OnDrawGizmos
- OnEnable
- OnFailedToConnectToM...
- OnFailedToConnect
- OnGUI
- OnJointBreak
- OnLevelWasLoaded
- OnMasterServerEvent
- OnMouseDown
- OnMouseDrag
- OnMouseEnter
- OnMouseExit
- OnMouseOver
- OnMouseUpAsButton
- OnMouseUp
- OnNetworkInstantiate
- OnParticleCollision
- OnPlayerConnected
- OnPlayerDisconnected
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnSerializeNetworkView
- OnServerInitialized
- OnTriggerEnter
- OnTriggerExit
- OnTriggerStay
- OnWillRenderObject
- Reset
- StartCoroutine
- Start
- StopAllCoroutines
- StopCoroutine
- Update
- useGUILayout
MonoBehaviour.OnCollisionStay 当逗留碰撞
function OnCollisionStay (collisionInfo : Collision) : void
Description描述
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionStay将会在每一帧被调用。
In contrast to OnTriggerExit, OnCollisionExit is passed the Collision class and not a Collider . The Collision class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. Note that collision events are only sent if one of the colliders also has a non-kinematic rigid body attached.
相对于OnTriggerExit,OnCollisionExit传递的是Collision类而不是Collider。Collision包含接触点,碰撞速度等细节。如果在函数中不使用碰撞信息,省略collisionInfo参数以避免不必要的运算.注意如果碰撞体附加了一个非动力学刚体,只发送碰撞事件。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnCollisionStay(Collision collisionInfo) {
foreach (ContactPoint contact in collisionInfo.contacts) {
Debug.DrawRay(contact.point, contact.normal, Color.white);
}
}
}
function OnCollisionStay(collisionInfo : Collision ) {
// Debug -draw all contact points and normals
// 绘制所有接触点和法线
for (var contact : ContactPoint in collisionInfo.contacts)
Debug.DrawRay (contact.point, contact.normal, Color.white );
}
OnCollisionStay can be a co-routine, simply use the yield statement in the function.
OnCollisionStay 可以被用作协同程序,在函数中调用yield语句。