MonoBehaviour
- 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.OnTriggerStay 当逗留触发器
function OnTriggerStay (other : Collider) : void
Description描述
OnTriggerStay is called once per frame for every Collider other that is touching the trigger .
当碰撞体接触触发器时,OnTriggerStay将在每一帧被调用。
This message is sent to the trigger and the collider that touches the trigger. Note that trigger events are only sent if one of the colliders also has a rigid body attached.
这个消息被发送到触发器和接触到这个触发器的碰撞体。注意如果碰撞体附加了一个刚体,也只发送触发器事件。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnTriggerStay(Collider other) {
if (other.attachedRigidbody)
other.attachedRigidbody.AddForce(Vector3.up * 10);
}
}
// Applies an upwards force to all rigidbodies that enter the trigger.
// 对进入触发器的刚体施加一个向上的力
function OnTriggerStay (other : Collider ) {
if (other.attachedRigidbody)
other.attachedRigidbody.AddForce( Vector3.up * 10);
}
OnTriggerStay can be a co-routine, simply use the yield statement in the function.
OnTriggerStay可以被用作协同程序,在函数中调用yield语句。
最后修改:2011年1月2日 Sunday 15:45