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                ## Transform類提供了查找變換組件、改變位置、角度、大小功能 ### Variables變量 * **position** 在世界空間坐標transform的位置。 * **localPosition** 相對于父級的變換的位置。 * **eulerAngles** 旋轉作為歐拉角度。 * **localEulerAngles** 旋轉作為歐拉角度,相對于父級的變換旋轉角度。 * **right** 在世界空間坐標變換的紅色軸。也就是x軸。 * **up** 在世界空間坐標變換的綠色軸。也就是y軸。 * **forward** 在世界空間坐標變換的藍色軸。也就是z軸。 * **rotation** 在世界空間坐標物體變換的旋轉角度作為Quaternion儲存。 * **localRotation** 物體變換的旋轉角度相對于父級的物體變換的旋轉角度。 * **localScale** 相對于父級物體變換的縮放。 * **parent** 物體變換的父級。 * **worldToLocalMatrix** 矩陣變換的點從世界坐標轉為自身坐標(只讀)。 * **localToWorldMatrix** 矩陣變換的點從自身坐標轉為世界坐標(只讀)。 * **root** 返回層次最高的變換。 * **childCount** 變換的子物體數量。 * **lossyScale** 物體的全局縮放(只讀)。 ## **Functions函數** * Translate 移動transform在translation的方向和距離。 * Rotate 應用一個歐拉角的旋轉角度,eulerAngles.z度圍繞z軸,eulerAngles.x度圍繞x軸,eulerAngles.y度圍繞y軸(這樣的順序)。 * RotateAround 按照angle度通過在世界坐標的point軸旋轉物體。 * LookAt 旋轉物體,這樣向前向量指向*target*的當前位置。 * TransformDirection 從自身坐標到世界坐標變換方向。 * InverseTransformDirection 變換方向從世界坐標到自身坐標。和[Transform.TransformDirection](Transform.TransformDirection.html)相反。 * TransformPoint 變換位置從自身坐標到世界坐標。 * InverseTransformPoint 變換位置從世界坐標到自身坐標。和[Transform.TransformPoint](Transform.TransformPoint.html)相反。 * DetachChildren 所有子物體解除父子關系。 * Find 通過名字查找子物體并返回它。 * IsChildOf 這個變換是父級的子物體? Transform 變換 $(function() { $("ul.tabs").tabs("> .panes", {initialIndex: 1}); }); ## Inherited members繼承成員 ### Inherited Variables繼承變量 * [transform](../Component/Component.transform.html) The [Transform](Transform.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Transform](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [rigidbody](../Component/Component.rigidbody.html) The [Rigidbody](../Rigidbod/Rigidbody.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Rigidbody](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [camera](../Component/Component.camera.html) The [Camera](../Camera/Camera.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Camera](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [light](../Component/Component.light.html) The [Light](../Light/Light.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Light](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [animation](../Component/Component.animation.html) The [Animation](../Animation/Animation.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Animation](../Animation/Animation.html)[](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [constantForce](../Component/Component.constantForce.html) The [ConstantForce](../ConstantForce/ConstantForce.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [ConstantForce](../ConstantForce/ConstantForce.html)[](../Animation/Animation.html)[](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [renderer](../Component/Component.renderer.html) The [Renderer](../Renderer/Renderer.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Renderer](../Renderer/Renderer.html)[](../ConstantForce/ConstantForce.html)[](../Animation/Animation.html)[](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [audio](../Component/Component.audio.html) The [AudioSource](../AudioSource/AudioSource.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [AudioSource](../AudioSource/AudioSource.html)[](../Renderer/Renderer.html)[](../ConstantForce/ConstantForce.html)[](../Animation/Animation.html)[](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [guiText](../Component/Component.guiText.html) The [GUIText](../GUIText/GUIText.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [GUIText](../GUIText/GUIText.html)[](../AudioSource/AudioSource.html)[](../Renderer/Renderer.html)[](../ConstantForce/ConstantForce.html)[](../Animation/Animation.html)[](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [networkView](../Component/Component.networkView.html) The [NetworkView](../NetworkView/NetworkView.html) attached to this [GameObject](../GameObject/GameObject.html) (Read Only). (null if there is none attached) [NetworkView](../NetworkView/NetworkView.html)[](../GUIText/GUIText.html)[](../AudioSource/AudioSource.html)[](../Renderer/Renderer.html)[](../ConstantForce/ConstantForce.html)[](../Animation/Animation.html)[](../Light/Light.html)[](../Camera/Camera.html)[](../Rigidbod/Rigidbody.html)[](Transform.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(只讀)(如無附加則為空)。 * [guiTexture](../Component/Component.guiTexture.html) The [GUITexture](../GUITexture/GUITexture.html) attached to this [GameObject](../GameObject/GameObject.html) (Read Only). (null if there is none attached) [GUITexture](../GUITexture/GUITexture.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(只讀)(如無附加則為空)。 * [collider](../Component/Component.collider.html) The [Collider](../Collider/Collider.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [Collider](../Collider/Collider.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [hingeJoint](../Component/Component.hingeJoint.html) The [HingeJoint](../HingeJoint/HingeJoint.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [HingeJoint](../HingeJoint/HingeJoint.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [particleEmitter](../Component/Component.particleEmitter.html) The [ParticleEmitter](../ParticleEmitter/ParticleEmitter.html) attached to this [GameObject](../GameObject/GameObject.html) (null if there is none attached). [ParticleEmitter](../ParticleEmitter/ParticleEmitter.html)附加到[GameObject](../GameObject/GameObject.html)(游戲物體)(如無附加則為空)。 * [gameObject](../Component/Component.gameObject.html) The game object this component is attached to. A component is always attached to a game object. 組件附加的游戲物體。一個組件總是被附加到一個游戲物體。 * [tag](../Component/Component.tag.html) The tag of this game object. 游戲物體的標簽。 * [name](../Object/Object.name.html) The name of the object. //物體的名字 * [hideFlags](../Object/Object.hideFlags.html) Should the object be hidden, saved with the scene or modifiable by the user? 物體是否被隱藏、保存在場景中或被用戶修改? ### Inherited Functions繼承函數 * [GetComponent](../Component/Component.GetComponent.html) Returns the component of Type type if the game object has one attached, null if it doesn't. 如果游戲物體有一個附加,則返回Type類型的組件,如果沒有則為null。 * [GetComponent.](../Component/Component.GetComponent.ltTgt.html) * [GetComponent](../Component/Component.GetComponent.html) Returns the component with name type if the game object has one attached, null if it doesn't. 如果游戲物體有一個附加,則返回名字類型組件,如果沒有則為null。 * [GetComponentInChildren](../Component/Component.GetComponentInChildren.html) Returns the component of Type type in the [GameObject](../GameObject/GameObject.html) or any of its children using depth first search. 返回Type類型組件,在[GameObject](../GameObject/GameObject.html)或它的任何子物體使用深度優先搜索,僅返回激活的組件。 * [GetComponentInChildren.](../Component/Component.GetComponentInChildren.ltTgt.html) * [GetComponentsInChildren](../Component/Component.GetComponentsInChildren.html) Returns all components of Type type in the [GameObject](../GameObject/GameObject.html) or any of its children. 在[GameObject](../GameObject/GameObject.html)或任何它的子物體,返回全部Type類型組件 * [GetComponentsInChildren.](../Component/Component.GetComponentsInChildren.ltTgt.html) * [GetComponents](../Component/Component.GetComponents.html) Returns all components of Type type in the [GameObject](../GameObject/GameObject.html). 在游戲物體返回全部Type類型組件。 * [GetComponents.](../Component/Component.GetComponents.ltTgt.html) * [CompareTag](../Component/Component.CompareTag.html) Is this game object tagged tag? 游戲物體有被標記標簽么? * [SendMessageUpwards](../Component/Component.SendMessageUpwards.html) Calls the method named methodName on every [MonoBehaviour](../MonoBehaviour/MonoBehaviour.html) in this game object and on every ancestor of the behaviour 在游戲物體每一個[MonoBehaviour](../MonoBehaviour/MonoBehaviour.html)和每一個behaviour的祖先上調用名為methodName的方法。 * [SendMessage](../Component/Component.SendMessage.html) Calls the method named methodName on every [MonoBehaviour](../MonoBehaviour/MonoBehaviour.html) in this game object. 在游戲物體每一個[MonoBehaviour](../MonoBehaviour/MonoBehaviour.html)上調用名為methodName的方法。 * [BroadcastMessage](../Component/Component.BroadcastMessage.html) Calls the method named methodName on every [MonoBehaviour](../MonoBehaviour/MonoBehaviour.html) in this game object or any of its children. 在游戲物體每一個[MonoBehaviour](../MonoBehaviour/MonoBehaviour.html)和它的全部子物體上調用名為methodName的方法。 * [GetInstanceID](../Object/Object.GetInstanceID.html) Returns the instance id of the object. 返回物體的實例ID * [ToString](../Object/Object.ToString.html) Returns the name of the game object. 返回游戲物體的名稱。 ### Inherited Class Functions繼承類函數 * [operator bool](../Object/Object.operator_bool.html) Does the object exist? 物體是否存在? * [Instantiate](../Object/Object.Instantiate.html) Clones the object original and returns the clone. 克隆原始物體,并返回克隆的物體 * [Instantiate.](../Object/Object.Instantiate.ltTgt.html) * [Destroy](../Object/Object.Destroy.html) Removes a gameobject, component or asset. 刪除一個游戲物體、組件或資源 * [DestroyImmediate](../Object/Object.DestroyImmediate.html) Destroys the object obj immediately. It is strongly recommended to use Destroy instead. 立即銷毀物體obj,強烈建議使用Destroy代替。 * [FindObjectsOfType](../Object/Object.FindObjectsOfType.html) Returns a list of all active loaded objects of Type type. 返回Type類型的所有激活的加載的物體列表 * [FindObjectOfType](../Object/Object.FindObjectOfType.html) Returns the first active loaded object of Type type. 返回Type類型第一個激活的加載的物體。 * [operator ==](../Object/Object.operator_eq.html) Compares if two objects refer to the same 比較如果兩個物體相同 * [operator !=](../Object/Object.operator_ne.html) Compares if two objects refer to a different object 比較如果兩個物體不同 * [DontDestroyOnLoad](../Object/Object.DontDestroyOnLoad.html) Makes the object target not be destroyed automatically when loading a new scene. 加載新場景的時候使目標物體不被自動銷毀。
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