Input
- accelerationEventCount
- accelerationEvents
- acceleration
- anyKeyDown
- anyKey
- compositionCursorPos
- compositionString
- deviceOrientation
- eatKeyPressOnTextFieldFocus
- GetAccelerationEvent
- GetAxisRaw
- GetAxis
- GetButtonDown
- GetButtonUp
- GetButton
- GetJoystickNames
- GetKeyDown
- GetKeyUp
- GetKey
- GetMouseButtonDown
- GetMouseButtonUp
- GetMouseButton
- GetPosition
- GetRotation
- GetTouch
- gyro
- imeCompositionMode
- inputString
- isGyroAvailable
- mousePosition
- multiTouchEnabled
- ResetInputAxes
- touchCount
- touches
Input.GetAxisRaw 获取原始轴
static function GetAxisRaw (axisName : string) : float
Description描述
Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.
通过坐标轴名称返回一个不使用平滑滤波器的虚拟坐标值。
The value will be in the range -1...1 for keyboard and joystick input. Since input is not smoothed, keyboard input will always be either -1, 0 or 1. This is useful if you want to do all smoothing of keyboard input processing yourself.
键盘和控制器取值范围在-1...1之间,此时输入没有使用平滑。键盘输入必然会是-1、0或1。这一点在你想自己处理键盘平滑输入时很实用。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
float speed = Input.GetAxisRaw("Horizontal") * Time.deltaTime;
transform.Rotate(0, speed, 0);
}
}
function Update () {
var speed : float = Input.GetAxisRaw("Horizontal") * Time.deltaTime;
transform.Rotate (0, speed, 0);
}
最后修改:2011年3月11日 Friday 21:15