TilemapCollider2D

Struct TilemapCollider2D 

Source
pub struct TilemapCollider2D {
Show 18 fields pub m_Density: f32, pub m_Enabled: u8, pub m_GameObject: PPtr, pub m_IsTrigger: bool, pub m_Material: PPtr, pub m_Offset: Vector2f, pub m_UsedByComposite: bool, pub m_UsedByEffector: bool, pub m_CallbackLayers: Option<BitField>, pub m_ContactCaptureLayers: Option<BitField>, pub m_ExcludeLayers: Option<BitField>, pub m_ExtrusionFactor: Option<f32>, pub m_ForceReceiveLayers: Option<BitField>, pub m_ForceSendLayers: Option<BitField>, pub m_IncludeLayers: Option<BitField>, pub m_LayerOverridePriority: Option<i32>, pub m_MaximumTileChangeCount: Option<u32>, pub m_UseDelaunayMesh: Option<bool>,
}
Expand description

TilemapCollider2D is a class of the Unity engine since version 2017.2.0b2. Exert from Unity’s scripting documentation: Collider for 2D physics representing shapes defined by the corresponding Tilemap. See Also: BoxCollider2D, CircleCollider2D, EdgeCollider2D, PolygonCollider2D.

Fields§

§m_Density: f32

The density of the collider used to calculate its mass (when auto mass is enabled).

§m_Enabled: u8

Enabled Behaviours are Updated, disabled Behaviours are not.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (2017.2.0b2 - 2022.3.2f1)

§m_IsTrigger: bool

Is this collider configured as a trigger?

§m_Material: PPtr

PPtr<PhysicsMaterial2D>: (2017.2.0b2 - 2022.3.2f1)

§m_Offset: Vector2f

The local offset of the collider geometry.

§m_UsedByComposite: bool

Sets whether the Collider will be used or not used by a CompositeCollider2D.

§m_UsedByEffector: bool

Whether the collider is used by an attached effector or not.

§m_CallbackLayers: Option<BitField>

The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_ContactCaptureLayers: Option<BitField>

The layers of other Collider2D involved in contacts with this Collider2D that will be captured. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_ExcludeLayers: Option<BitField>

The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_ExtrusionFactor: Option<f32>

The amount of Collider shapes each Tile extrudes to facilitate compositing with neighboring Tiles. This eliminates fine gaps between Tiles when using a CompositeCollider2D. This is calculated in Unity units within world space. f32: (2019.1.3f1 - 2022.3.2f1)

§m_ForceReceiveLayers: Option<BitField>

The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_ForceSendLayers: Option<BitField>

The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_IncludeLayers: Option<BitField>

The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. BitField: (2022.2.0b1 - 2022.3.2f1)

§m_LayerOverridePriority: Option<i32>

A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not. i32: (2022.2.0b1 - 2022.3.2f1)

§m_MaximumTileChangeCount: Option<u32>

Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild. u32: (2019.1.0b1 - 2022.3.2f1)

§m_UseDelaunayMesh: Option<bool>

When the value is true, the Collider uses an additional Delaunay triangulation step to produce the Collider mesh. When the value is false, this additional step does not occur. bool: (2022.1.0b1 - 2022.3.2f1)

Trait Implementations§

Source§

impl Debug for TilemapCollider2D

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl<'de> Deserialize<'de> for TilemapCollider2D

Source§

fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
Source§

impl Serialize for TilemapCollider2D

Source§

fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,