SpringJoint 弹簧关节
Inherits from Joint
The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.
弹性关节连接两个刚体,弹簧力将自动应用以便保持物体在给定的距离。
The Spring attempts to maintain the distance it has when it starts out. So if your joint's start at a rest position where the two rigidbodies are far apart, then the joint will attempt to maintain that distance. The minDistance and maxDistance properties add on top of this implicit distance.
当它已经开始,弹簧试图维持这个距离,因此如果你的关节开始于一个静止位置,两个刚体相距甚远,那么这个关节将试图维持这个距离。minDistance和maxDistance属性添加在这个隐式距离的顶部。
Variables变量
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The spring force used to keep the two objects together
弹簧力用于保持两个物体在一起。 -
The damper force used to dampen the spring force
阻尼力用于阻尼弹簧力。 -
The minimum distance between the bodies relative to their initial distance
两个刚体之间相对于它们的初始距离的最小距离。 -
The maximum distance between the bodies relative to their initial distance
两个刚体之间相对于它们的初始距离的最大距离。
Inherited members继承成员
Inherited Variables继承变量
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A reference to another rigidbody this joint connects to.
这个关节连接到的另一个刚体的引用。 -
The Direction of the axis around which the body is constrained.
物体被约束绕这个轴的方向。 -
The Position of the anchor around which the joints motion is constrained.
关节的运动被约束绕这个锚的位置。 -
The force that needs to be applied for this joint to break.
需要应用给这个关节断开的力。 -
The torque that needs to be applied for this joint to break.
需要应用给这个关节断开的力矩。
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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。
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The name of the object. //物体的名字
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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
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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。 -
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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。 -
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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 -
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Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
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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。
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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
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Called when a joint attached to the same game object broke.
当附加到相同游戏物体上的关节被断开时调用。
Inherited Class Functions继承类函数
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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 -
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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10月14日 Friday 17:14