Gear joint: used to simulate the constraint relationship between two gears. When a gear rotates, the momentum generated has two output modes: one is the angular velocity of the gear itself, and the other is the linear velocity on the gear surface

齿轮关节:用来模拟两个齿轮间的约束关系,齿轮旋转时,产生的动量有两种输出方式,一种是齿轮本身的角速度,另一种是齿轮表面的线速度

层级 (查看层级一览)

构造函数

属性

Extra data of the node.

组件的额外数据。IDE内部使用。

_id: number

Unique identifier for the component.

组件的唯一标识。

_singleton: boolean

Whether the component is a singleton, meaning only one instance of this type of script can be added to the same node.

是否为单例,即同一个节点只能添加此类型的脚本一次。

collideConnected: boolean = false

Specifies whether the two connected bodies should collide with each other. Default is false, effective only on the first setting.

[首次设置有效]两个刚体是否可以发生碰撞,默认为 false。

The first joint to be connected, which can be a RevoluteJoint or a PrismaticJoint, effective only on the first setting.

[首次设置有效]要绑定的第一个关节,类型可以是旋转关节(RevoluteJoint)或者棱形关节(PrismaticJoint)。

The second joint to be connected, which can be a RevoluteJoint or a PrismaticJoint, effective only on the first setting.

[首次设置有效]要绑定的第二个关节,类型可以是旋转关节(RevoluteJoint)或者棱形关节(PrismaticJoint)。

owner: Sprite

Gets the owner Node to which the component belongs.

获取组件所属的 Node 节点。

runInEditor: boolean

Whether the script can run in the IDE environment.

是否可以在 IDE 环境中运行。

scriptPath: string

The path of the script file.

脚本文件的路径。

访问器

方法

  • 返回 void

    Called after the component is added to a node. Unlike Awake, onAdded is called even if the node is not active.

    组件被添加到节点后调用,与 onAwake 不同的是,即使节点未激活也会调用 onAdded。

  • 返回 void

    Executed after the component is activated. At this point, all nodes and components have been created. This method is executed only once.

    组件被激活后执行,此时所有节点和组件均已创建完毕,此方法只执行一次。

  • 返回 void

    Resets the component's parameters to their default values. If this function is implemented, the component will be reset and automatically recycled for future use. If not reset, it will not be recycled for reuse.

    将组件的参数重置为默认值。如果实现了这个函数,组件将被重置并自动回收到对象池,方便下次复用。 如果没有重置,则不会进行回收复用。

  • 返回 void

    Executed every frame during the update phase. Avoid writing complex loop logic or using the getComponent method here.

    每帧更新时执行,在 update 阶段。尽量不要在这里写大循环逻辑或使用 getComponent 方法。