transform.GetChild(0);//找到第一个子物体变换组件transform.GetChild(0).GetChild(0);//找到第一个子物体的第一个子物体的变换组件 子物体的索引在层级窗口从上至下由0开始递增 public int GetSiblingIndex(); 返回值 子物体相对于父物体的索引值 transform.GetSiblingIndex();
此属性用于返回或设置transform自身坐标系中z轴方向的单位向量对应的世界坐标系中的单位向量,transform.forward即为transform.TransformDirection(new Vector3(0.0f, 0.0f, 0.0f))的简化方式。 hasChanged属性:transform组件是否被修改 public bool hasChanged{get; set;} 1. 此属性用于判断GameObject对象上次将此属性设...
transform.forward 世界空间中,物体的(变换组件的)z轴 应当注意当物体旋转角度后,其自身的坐标轴也随之变换,使用“transform.forward”可以获取物体当前自身坐标系(Local而非Global)的z轴public bool hasChanged { get; set; } transform.hasChanged 自从上一次"hasChanged"被设为false后,变换组件是否发生了变化?
public void SetParent(Transform parent, bool worldPositionStays); 参数 Transform p/Transform parent:父对象的变换属性 bool worldPositionStays:父对象变换属性是否保持原来不变 transform 1. 设置物体的父对象 当worldPositionStays设为false时,设置父子关系之后,子对象的transform组件保持与未建立关系之前一致;否则物...
此属性用于返回或设置transform自身坐标系中z轴方向的单位向量对应的世界坐标系中的单位向量,transform.forward即为transform.TransformDirection(new Vector3(0.0f, 0.0f, 0.0f))的简化方式。 hasChanged属性:transform组件是否被修改 public bool hasChanged{get; set;} ...
// The blue axis of the transform in world space. // /// public Vector3 forward { get; set; } // // 摘要: // /// // Has the transform changed since the last time the flag was set to 'false'? // /// public bool hasChanged { get; set; } ...
(bottleLiquidMat.HasProperty("_Volum")){initializeVolum();volum=calculateVolum();bottleLiquidMat.SetVector(_Volum,volum);}}//每帧判断瓶子是否移动了,重新给shader传入最高最低点voidUpdate(){if(transform.hasChanged&&bottleLiquidMat.HasProperty("_Volum")){volum=calculateVolum();bottleLiquidMat.Set...
transform.DOMoveX(45, 1); yield return myTween.WaitForPosition(0.3f); // This log will happen after the tween has played for 0.3 seconds Debug.Log("Tween has played for 0.3 seconds!"); ...
This process re-analyzes every drawable UI element on the Canvas, regardless of whether it has changed or not. Note that a “change” is any change which affects a UI object’s appearance, including the sprite assigned to a sprite renderer, transform position & scale, the text contained in...
(OnChatTextStringChanged))] public string chatTextString; private void OnChatTextStringChanged(string oldstr, string newstr) { //添加聊天内容 GameObject ci = Instantiate(chatInfo); ci.GetComponent<TMP_Text>().text = newstr; ci.transform.SetParent(chatFrame.transform); } void Awake() { chat...