SkinnedMeshRenderer 蒙皮网格渲染器
Inherits from Renderer
The Skinned Mesh filter
蒙皮网格过滤器。
Variables变量
-
The bones used to skin the mesh.
用于蒙皮网格的骨骼列表。 -
The maximum number of bones affecting a single vertex
影响单个点的最大骨骼数量。 -
The mesh used for skinning
用于蒙皮的网格 -
If enabled, geometry normals will be updated with the bone animation.
如果开启,几何体法线将随着骨骼动画更新。 -
If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.
如果启用,蒙皮网格将在离开屏幕的时候更新。如果禁用,也将禁用动画更新。 -
AABB of this Skinned Mesh in its local space.
在本地坐标空间这个蒙皮网格的AABB。
Inherited members继承成员
Inherited Variables继承变量
-
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)?
-
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。
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 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9月18日 Sunday 12:15