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Inherits from Component,IEnumerable
Position, rotation and scale of an object.
物体的位置、旋转和缩放。
Every object in a scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:
场景中的每一个物体都有一个Transform。用于储存并操控物体的位置、旋转和缩放。每一个Transform可以有一个父级,允许你分层次应用位置、旋转和缩放。可以在Hierarchy面板查看层次关系。他们也支持计数器(enumerator),因此你可以使用循环遍历子物体。
C#
JavaScript
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
foreach (Transform child in transform) {
child.position += Vector3.up * 10.0F;
}
}
}
// Moves all transform children 10 units upwards!
//向上移动所有变换的子物体10个单位
for (var child : Transform in transform) {
child.position += Vector3.up * 10.0;
}
参见:Physics 类.
Variables变量
position
The position of the transform in world space.
在世界空间坐标transform的位置。
localPosition
Position of the transform relative to the parent transform.
相对于父级的变换的位置。
eulerAngles
The rotation as Euler angles in degrees.
旋转作为欧拉角度。
localEulerAngles
The rotation as Euler angles in degrees relative to the parent transform's rotation.
旋转作为欧拉角度,相对于父级的变换旋转角度。
right
The red axis of the transform in world space.
在世界空间坐标变换的红色轴。也就是x轴。
up
The green axis of the transform in world space.
在世界空间坐标变换的绿色轴。也就是y轴。
forward
The blue axis of the transform in world space.
在世界空间坐标变换的蓝色轴。也就是z轴。
rotation
The rotation of the transform in world space stored as a Quaternion.
在世界空间坐标物体变换的旋转角度作为Quaternion储存。
localRotation
The rotation of the transform relative to the parent transform's rotation.
物体变换的旋转角度相对于父级的物体变换的旋转角度。
localScale
The scale of the transform relative to the parent.
相对于父级物体变换的缩放。
parent
The parent of the transform.
物体变换的父级。
worldToLocalMatrix
Matrix that transforms a point from world space into local space (Read Only).
矩阵变换的点从世界坐标转为自身坐标(只读)。
localToWorldMatrix
Matrix that transforms a point from local space into world space (Read Only).
矩阵变换的点从自身坐标转为世界坐标(只读)。
root
Returns the topmost transform in the hierarchy.
返回层次最高的变换。
childCount
The number of children the Transform has.
变换的子物体数量。
lossyScale
The global scale of the object (Read Only).
物体的全局缩放(只读)。
Functions函数
Translate
Moves the transform in the direction and distance of translation.
移动transform在translation的方向和距离。
Rotate
Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
应用一个欧拉角的旋转角度,eulerAngles.z度围绕z轴,eulerAngles.x度围绕x轴,eulerAngles.y度围绕y轴(这样的顺序)。
RotateAround
Rotates the transform about axis passing through point in world coordinates by angle degrees.
按照angle度通过在世界坐标的point轴旋转物体。
LookAt
Rotates the transform so the forward vector points at /target/'s current position.
旋转物体,这样向前向量指向target的当前位置。
TransformDirection
Transforms direction from local space to world space.
从自身坐标到世界坐标变换方向。
InverseTransformDirection
Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
变换方向从世界坐标到自身坐标。和Transform.TransformDirection相反。
TransformPoint
Transforms position from local space to world space.
变换位置从自身坐标到世界坐标。
InverseTransformPoint
Transforms position from world space to local space. The opposite of Transform.TransformPoint.
变换位置从世界坐标到自身坐标。和Transform.TransformPoint相反。
DetachChildren
Unparents all children.
所有子物体解除父子关系。
Find
Finds a child by name and returns it.
通过名字查找子物体并返回它。
IsChildOf
Is this transform a child of parent?
这个变换是父级的子物体?
Inherited members继承成员
Inherited Variables继承变量
transform
The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。
rigidbody
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。
camera
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。
light
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。
animation
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。
constantForce
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。
renderer
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。
audio
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。
guiText
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。
networkView
The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。
guiTexture
The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。
collider
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。
hingeJoint
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。
particleEmitter
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。
gameObject
The game object this component is attached to. A component is always attached to a game object.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。
tag
The tag of this game object.
游戏物体的标签。
name
The name of the object. //物体的名字
hideFlags
Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
GetComponent
Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。
GetComponent.<T>
GetComponent
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。
GetComponentInChildren
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。
GetComponentInChildren.<T>
GetComponentsInChildren
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件
GetComponentsInChildren.<T>
GetComponents
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。
GetComponents.<T>
CompareTag
Is this game object tagged tag?
游戏物体有被标记标签么?
SendMessageUpwards
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。
SendMessage
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。
BroadcastMessage
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
GetInstanceID
Returns the instance id of the object.
返回物体的实例ID
ToString
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
operator bool
Does the object exist?
物体是否存在?
Instantiate
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体
Instantiate.<T>
Destroy
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源
DestroyImmediate
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。
FindObjectsOfType
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表
FindObjectOfType
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。
operator ==
Compares if two objects refer to the same
比较如果两个物体相同
operator !=
Compares if two objects refer to a different object
比较如果两个物体不同
DontDestroyOnLoad
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
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