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Unity Engine


SetShapeAdjacentVertices(int, bool, bool, Vector2, Vector2)

Sets the adjacent vertices of a shape.
Read time 2 minutesLast updated 8 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.Physics2DModule
public void SetShapeAdjacentVertices(int shapeIndex, bool useAdjacentStart, bool useAdjacentEnd, Vector2 adjacentStart, Vector2 adjacentEnd)

Parameters

shapeIndex

The index of the shape to be modified that is stored the PhysicsShapeGroup2D.

useAdjacentStart

Sets the PhysicsShape2D.useAdjacentStart property of the selected shape.

useAdjacentEnd

Sets the PhysicsShape2D.useAdjacentEnd property of the selected shape.

adjacentStart

Sets the PhysicsShape2D.adjacentStart property of the selected shape.

adjacentEnd

Sets the PhysicsShape2D.adjacentEnd property of the selected shape.

Remarks

NOTE: Calling this on a PhysicsShape2D that does not have a shapeType of PhysicsShapeType2D.Edges will result in an exception being thrown.

Examples

using System;using System.Collections.Generic;using UnityEngine;using UnityEngine.Assertions;public class Example : MonoBehaviour{ void Start() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Add a list of Edges. var shapeIndex = shapeGroup.AddEdges ( vertices: new List<Vector2> { new Vector2(-4f, 0f), new Vector2(-2f, -0.5f), new Vector2(0f, 0f), new Vector2(2f, -0.5f), new Vector2(4f, 0f), }, edgeRadius: 0.5f, useAdjacentStart: true, useAdjacentEnd: true, adjacentStart: new Vector2(-5f, -1f), adjacentEnd: new Vector2(6f, 2f) ); // Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex); // Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Edges, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(5, physicsShape.vertexCount); Assert.IsTrue(physicsShape.useAdjacentStart); Assert.IsTrue(physicsShape.useAdjacentEnd); Assert.AreEqual(new Vector2(-5f, -1f), physicsShape.adjacentStart); Assert.AreEqual(new Vector2(6f, 2f), physicsShape.adjacentEnd); // Set the adjacent vertices. shapeGroup.SetShapeAdjacentVertices( shapeIndex, useAdjacentStart: true, useAdjacentEnd: true, adjacentStart: new Vector2(-10f, -5f), adjacentEnd: new Vector2(12f, 3f)); // Fetch the updated shape. physicsShape = shapeGroup.GetShape(shapeIndex); // Validate what we updated. Assert.IsTrue(physicsShape.useAdjacentStart); Assert.IsTrue(physicsShape.useAdjacentEnd); Assert.AreEqual(new Vector2(-10f, -5f), physicsShape.adjacentStart); Assert.AreEqual(new Vector2(12f, 3f), physicsShape.adjacentEnd); }}