Light 灯光
Inherits from Behaviour
Script interface for light components.
用于灯光组件的脚本接口。
Use this to control all aspects of Unity's lights. The properties are an exact match for the values shown in the Inspector.
使用这个控制Unity灯光的各个方面。这个属性完全匹配显示在检视面板中的值。
Usually lights are just created in the editor but sometimes you want to create a light from a script:
通常灯光是在编辑器中被创建,但是有时通过脚本创建灯光:
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
GameObject lightGameObject = new GameObject("The Light");
lightGameObject.AddComponent<Light>();
lightGameObject.light.color = Color.blue;
lightGameObject.transform.position = new Vector3(0, 5, 0);
}
}
function Start () {
// Make a game object
//创建一个游戏物体
var lightGameObject : GameObject = new GameObject("The Light");
// Add the light component
//添加灯光组件
lightGameObject.AddComponent(Light);
// Set color and position
//设置颜色和位置
lightGameObject.light.color = Color.blue;
// Set the position (or any transform property) after
// adding the light component.
//设置位置(或任意变换属性)之后,添加灯光组件
lightGameObject.transform.position = Vector3(0, 5, 0);
}
Variables变量
-
The type of the light.
灯光的类型。 -
The color of the light.
灯光的颜色。 -
The Intensity of a light is multiplied with the Light color.
一个灯光被乘以灯光颜色的强度。 -
How this light casts shadows?
这个灯光怎样投射阴影? -
Strength of light's shadows
灯光阴影的强度。 -
Shadow mapping bias
阴影贴图的偏移。 -
Softness of directional light's soft shadows
平行光的柔化软阴影。 -
Fadeout speed of directional light's soft shadows
平行光软阴影的淡出速度。 -
The range of the light.
灯光的范围。 -
The light's spotlight angle in degrees.
灯光的聚光角度。 -
The cookie texture projected by the light.
灯光投射的cookie纹理。 -
The flare asset to use for this light.
用于这个灯光的耀斑资源。 -
How to render the light.
灯光怎样渲染。 -
This is used to lights parts of the scene selectively.
这个用来照亮选择性的部分场景。
Inherited members继承成员
Inherited Variables继承变量
-
Enabled Behaviours are Updated, disabled Behaviours are not.
启用行为被更新,禁用行为不更新。
-
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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)。 -
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。 -
The tag of this game object.
游戏物体的标签。
-
The name of the object. //物体的名字
-
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
-
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。 -
-
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。 -
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。 -
-
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 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
-
Is this game object tagged tag?
游戏物体有被标记标签么? -
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。 -
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。 -
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。
-
Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
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。 -
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 -
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。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
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。
最后修改:2011年3月30日 Wednesday 14:12