- AddExplosionForce
- AddForceAtPosition
- AddForce
- AddRelativeForce
- AddRelativeTorque
- AddTorque
- angularDrag
- angularVelocity
- centerOfMass
- ClosestPointOnBounds
- collisionDetectionMode
- detectCollisions
- drag
- freezeRotation
- GetPointVelocity
- GetRelativePointVelocity
- inertiaTensorRotation
- inertiaTensor
- interpolation
- isKinematic
- IsSleeping
- mass
- maxAngularVelocity
- MovePosition
- MoveRotation
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- position
- rotation
- SetDensity
- sleepAngularVelocity
- sleepVelocity
- Sleep
- solverIterationCount
- SweepTestAll
- SweepTest
- useConeFriction
- useGravity
- velocity
- WakeUp
- worldCenterOfMass
Rigidbody.OnCollisionExit 当碰撞退出
function OnCollisionExit (collisionInfo : Collision) : void
Description描述
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
当这个collider/rigidbody停止接触另一个rigidbody/collider时,OnCollisionExit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 rigidbody attached.
相对于OnTriggerExit,OnCollisionExit传递Collision类而不是Collider。Collision类包含接触点,碰撞速度等细节。如果在函数中不使用collisionInfo,省略collisionInfo参数以避免不必要的计算。请注意如果一个碰撞器附加了一个非动力刚体,也只发送碰撞事件。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnCollisionExit(Collision collisionInfo) {
print("No longer in contact with " + collisionInfo.transform.name);
}
}
function OnCollisionExit(collisionInfo : Collision) {
print("No longer in contact with " + collisionInfo.transform.name);
}