碰撞检测文档
刚体自行选择,刚体正常设置分组、tag,tag用于区分是哪个物体被碰撞了
正常在一个node下挂载脚本就行
注意:Builtin 2D 物理模块只会发送 BEGIN_CONTACT 和 END_CONTACT 回调消息。@ccclass('TestContactCallBack')
export class TestContactCallBack extends Component {start () {// 注册单个碰撞体的回调函数let collider = this.getComponent(Collider2D);if (collider) {collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);}// 注册全局碰撞回调函数if (PhysicsSystem2D.instance) {PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);PhysicsSystem2D.instance.on(Contact2DType.END_CONTACT, this.onEndContact, this);PhysicsSystem2D.instance.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);PhysicsSystem2D.instance.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);}}onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {// 只在两个碰撞体开始接触时被调用一次console.log('onBeginContact');}
1、需要注意的是 刚体不能两个都是static,否则不会触发碰撞回调
2、碰撞回调的时候不能直接进行node销毁,否则会奔溃
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {// 只在两个碰撞体开始接触时被调用一次console.log('onBeginContact222'+otherCollider.name);console.log('onBeginContact222name:'+selfCollider.name);// console.log('onBeginContact222tag:'+selfCollider.tag);if(selfCollider.tag==10 && otherCollider.tag==20){setTimeout(()=> {if(this.node && this.node.isValid) {selfCollider.node.destroy();otherCollider.node.destroy();}}, 500);}