Renderer 渲染器
Inherits from Component
General functionality for all renderers.
所有渲染器的一般功能。
A renderer is what makes an object appear on the screen. For any game object or component its renderer can be accessed trough a renderer property:
渲染器是使物体显示在屏幕上。对于任何游戏物体或组件它的渲染器可以通过渲染器属性来访问:
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
renderer.enabled = false;
}
}
// make the object invisible!
//使物体不可见
renderer.enabled = false;
Use this class to access the renderer of any object, mesh or particle system. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material).
使用这个类可访问任意物体,网格或粒子系统的渲染器。渲染器可以禁用,使物体不可见(见enabled)。并且材质可以通过它访问和修改(见material)。
Variables变量
-
Has this renderer been statically batched with any other renderers?
这个渲染器有被任何其他渲染器静态批处理? -
Matrix that transforms a point from world space into local space (Read Only).
矩阵(Matrix)世界空间坐标的点转换成自身空间坐标的点(只读)。 -
Matrix that transforms a point from local space into world space (Read Only).
矩阵(Matrix)自身空间坐标的点转换成世界空间坐标的点(只读)。 -
Makes the rendered 3D object visible if enabled.
如果启用,使被渲染的物体可见。这是一个物体隐藏显示的开关。 -
Does this object cast shadows?
这个物体是否投射阴影? -
Does this object receive shadows?
这个物体是否接收阴影? -
The material of this object.
物体的材质。 -
The shared material of this object.
物体的共享材质。 -
All the shared materials of this object.
物体的全部共享材质。 -
All the materials of this object.
物体的全部材质。 -
The bounding volume of the renderer (Read Only).
渲染器的边界框(只读)。 -
The index of the lightmap applied to this renderer.
应用到该渲染器的光照贴图的索引。 -
The tiling & offset used for lightmap.
用于光照贴图的平铺和偏移值。 -
Is this renderer visible in any camera? (Read Only)
这个渲染器在任何摄像机可见(只读)?
Messages Sent发送消息
-
OnBecameVisible is called when the object became visible by any camera.
当物体由任意摄像机变为可见时,OnBecameVisible被调用 -
OnBecameInvisible is called when the object is no longer visible by any camera.
当物体任意摄像机变不再可见时,OnBecameInvisible被调用
Inherited members继承成员
Inherited Variables继承变量
-
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:2010年12月15日 Wednesday 22:49