For internal usage.
The node this component is attached to. A component is always attached to a node.
Returns a value which used to indicate the onLoad get called or not.
Gets the collider attached rigid-body, this may be null.
Gets or sets the value of the plane moving along the normal, in local space.
Gets or sets the value of the plane moving along the normal, in local space.
Indicates whether this component is enabled or not.
Indicates whether this component is enabled or not.
Indicates whether this component is enabled and its node is also active in the hierarchy.
Gets or sets the collider is trigger, this will be always trigger if using builtin.
Gets or sets the collider is trigger, this will be always trigger if using builtin.
Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy
is called, it is actually destroyed after the end of this frame.
So isValid
will return false from the next frame, while isValid
in the current frame will still be true.
If you want to determine whether the current frame has called destroy
, use isValid(obj, true)
,
but this is often caused by a particular logical requirements, which is not normally required.
Gets or sets the physics material for this collider, which in Shared state will generate a new instance.
Gets or sets the physics material for this collider, which in Shared state will generate a new instance.
Gets the wrapper object, through which the lowLevel instance can be accessed.
Gets or sets the physical material for this collider.
Gets or sets the physical material for this collider.
The uuid for editor.
__preload
is called before every onLoad.
It is used to initialize the builtin components internally,
to avoid checking whether onLoad is called before every public method calls.
This method should be removed if script priority is supported.
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }
If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
The rect to store the result bounding rect
Adds a component class to the node. You can also add component to node by passing in the name of the script.
The class of component to be retrieved or to be created
Adds a component class to the node. You can also add component to node by passing in the name of the script.
A string for the class name of the component
Add a grouping value to fill in the group you want to join.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Add mask values to fill in groups that need to be checked.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Trigger an event directly with the event name and necessary arguments.
event type
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
The class of component to be retrieved or to be created
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
A string for the class name of the component
Returns the component of supplied type in any of its children using depth first search.
The class of component to be retrieved
Returns the component of supplied type in any of its children using depth first search.
A string for the class name of the component
Returns all components of supplied type in the node.
The class of components to be retrieved
Returns all components of supplied type in the node.
A string for the class name of the components
Returns all components of supplied type in self or any of its children.
The class of components to be retrieved
Returns all components of supplied type in self or any of its children.
A string for the class name of the components
Gets the group value.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Gets the mask value.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Checks whether there is correspond event listener registered on the given event.
Event type.
Callback function when event triggered.
Callback callee.
LateUpdate is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class.
You can only call its super class method inside it. It should not be called manually elsewhere.
the delta time in seconds it took to complete the last frame
Unregisters callbacks associated with trigger or collision events that have been registered.
The event type, onTriggerEnter|onTriggerStay|onTriggerExit|onCollisionEnter|onCollisionStay|onCollisionExit;
The event callback, signature:(event?:ICollisionEvent|ITriggerEvent)=>void
.
The event callback target.
Registers callbacks associated with triggered or collision events.
The event type, onTriggerEnter|onTriggerStay|onTriggerExit|onCollisionEnter|onCollisionStay|onCollisionExit;
The event callback, signature:(event?:ICollisionEvent|ITriggerEvent)=>void
.
The event callback target.
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs
an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
Registers a callback associated with a trigger or collision event, which is automatically unregistered once executed.
The event type, onTriggerEnter|onTriggerStay|onTriggerExit|onCollisionEnter|onCollisionStay|onCollisionExit;
The event callback, signature:(event?:ICollisionEvent|ITriggerEvent)=>void
.
The event callback target.
Removes all registered events of the specified target or type.
The event type or target.
Subtract the grouping value to fill in the group to be removed.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Subtract the mask value to fill in the group that does not need to be checked.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
This function is only called in editor.
Schedules a custom task.
If the task is already scheduled, then the interval parameter will be updated without scheduling it again.
The callback function of the task
The time interval between each invocation
The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever
The delay time for the first invocation
Schedules a task that runs only once, with a delay of 0 or larger.
The callback function of the task
The delay time for the first invocation
Sets the group value.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Sets the mask value.
整数,范围为 2 的 0 次方 到 2 的 31 次方
Called before all scripts' update if the Component is enabled the first time.
Usually used to initialize some logic which need to be called after all components' onload
methods called.
This is a lifecycle method. It may not be implemented in the super class.
You can only call its super class method inside it. It should not be called manually elsewhere.
Removes all callbacks previously registered with the same target (passed as parameter). This is not for removing all listeners in the current event target, and this is not for removing all listeners the target parameter have registered. It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.
The target to be searched for all related listeners
Un-schedules a custom task.
The callback function of the task
unschedule all scheduled tasks.
Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class.
You can only call its super class method inside it. It should not be called manually elsewhere.
the delta time in seconds it took to complete the last frame
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Plane collider component.