Terrain
- activeTerrain
- AddTreeInstance
- basemapDistance
- castShadows
- CreateTerrainGameObject
- detailObjectDensity
- detailObjectDistance
- editorRenderFlags
- Flush
- GetPosition
- heightmapMaximumLOD
- heightmapPixelError
- lightmapIndex
- SampleHeight
- SetNeighbors
- terrainData
- treeBillboardDistance
- treeCrossFadeLength
- treeDistance
- treeMaximumFullLODCount
Terrain 地形
Inherits from MonoBehaviour
The Terrain component renders the terrain.
Terrain组件渲染地形。
Variables变量
-
The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
地形数据存储着高度图,地形纹理,细节网格和树木。 -
The maximum distance at which trees are rendered
被渲染的树的最大距离。 -
Distance from the camera where trees will be rendered as billboards only.
树木从面向板取向过渡到网格取向的总距离增量。 -
Total distance delta that trees will use to transition from billboard orientation to mesh orientation.
树木从面向板取向过渡到网格取向的总距离增量。 -
Maximum number of trees rendered at full LOD.
在全部LOD,树木渲染的最大数。 -
Detail objects will be displayed up to this distance.
细节物体将被显示到这个距离。 -
Density of detail objects.
细节物体的密度。 -
An approximation of how many pixels the terrain will pop in the worst case when switching lod.
在切换lod时,大约有多少像素,地形将出现误差的情况。 -
Lets you essentially lower the heightmap resolution used for rendering
让你在实质上降低用于渲染高度图的解析度。 -
Heightmap patches beyond basemap distance will use a precomputed low res basemap.
高度图面片超出底图距离将使用一个预先计算的低解析度底图。 -
The index of the lightmap applied to this renderer.
应用于这个渲染器的高度图的索引。 -
Should terrain cast shadows?.
地形是否投影? -
编辑器渲染标识
Functions函数
-
Samples the height at the given position defined in world space, relative to the terrain space.
在给定位置定义的取样高度,相对于地形坐标空间。 -
Adds a tree instance to the terrain
在地形上添加一棵树木实例。 -
Lets you setup the connection between neighboring Terrains.
允许你在相邻的地形上设定连接。 -
Get the position of the terrain
获取地形的位置。 -
Flushes any change done in the terrain so it takes effect.
在地形上刷新任何的变化使它能生效。
Class Variables类变量
-
The active terrain. This is a convenience function to get to the main terrain in the scene.
激活的地形。这个是用来在场景中获取主地形的快捷方式。
Class Functions类函数
-
Creates a Terrain including collider from TerrainData
从TerrainData创建一个包含碰撞器的地形。
Inherited members继承成员
Inherited Variables继承变量
-
Disabling this lets you skip the GUI layout phase.
禁用此项,将会跳过GUILayout布局阶段。
-
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
-
Invokes the method methodName in time seconds.
在time秒调用methodName方法;简单说,根据时间调用指定方法名的方法 -
Invokes the method methodName in time seconds.
在time秒调用methodName方法;简单说,每隔指定时间调用指定方法名的方法 -
Cancels all Invoke calls on this MonoBehaviour.
取消这个MonoBehaviour上的所有调用。 -
Is any invoke on methodName pending?
某指定函数是否在等候调用。 -
Starts a coroutine.
开始协同程序。 -
Stops all coroutines named methodName running on this behaviour.
停止这个动作中名为methodName的所有协同程序 -
Stops all coroutines running on this behaviour.
停止所有动作的协同程序
-
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 Messages Sent继承发送消息
-
Update is called every frame, if the MonoBehaviour is enabled.
当MonoBehaviour启用时,其Update在每一帧被调用。 -
LateUpdate is called every frame, if the Behaviour is enabled.
当Behaviour启用时,其LateUpdate在每一帧被调用。 -
This function is called every fixed framerate frame, if the MonoBehaviour is enabled.
当MonoBehaviour启用时,其 FixedUpdate 在每一帧被调用。 -
Awake is called when the script instance is being loaded.
当一个脚本实例被载入时Awake被调用。 -
Start is called just before any of the Update methods is called the first time.
Start仅在Update函数第一次被调用前调用。 -
Reset to default values.
重置为默认值。 -
OnMouseEnter is called when the mouse entered the GUIElement or Collider.
当鼠标进入到GUIElement(GUI元素)或Collider(碰撞体)中时调用OnMouseEnter。 -
OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.
当鼠标悬浮在GUIElement(GUI元素)或Collider(碰撞体)上时调用 OnMouseOver . -
OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.
当鼠标移出GUIElement(GUI元素)或Collider(碰撞体)上时调用OnMouseExit。 -
OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
当鼠标在GUIElement(GUI元素)或Collider(碰撞体)上点击时调用OnMouseDown。 -
OnMouseUp is called when the user has released the mouse button.
当用户释放鼠标按钮时调用OnMouseUp。 -
OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnMouseUpAsButton只有当鼠标在同一个GUIElement或Collider按下,在释放时调用。 -
OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
当用户鼠标拖拽GUIElement(GUI元素)或Collider(碰撞体)时调用 OnMouseDrag 。 -
OnTriggerEnter is called when the Collider other enters the trigger.
当Collider(碰撞体)进入trigger(触发器)时调用OnTriggerEnter。 -
OnTriggerExit is called when the Collider other has stopped touching the trigger.
当Collider(碰撞体)停止触发trigger(触发器)时调用OnTriggerExit。 -
OnTriggerStay is called once per frame for every Collider other that is touching the trigger.
当碰撞体接触触发器时,OnTriggerStay将在每一帧被调用。 -
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionEnter将被调用。 -
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
当此collider/rigidbody停止触发另一个rigidbody/collider时,OnCollisionExit将被调用。 -
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionStay将会在每一帧被调用。 -
OnControllerColliderHit is called when the controller hits a collider while performing a Move.
在移动的时,当controller碰撞到collider时OnControllerColliderHit被调用。 -
Called when a joint attached to the same game object broke.
当附在同一对象上的关节被断开时调用。 -
OnParticleCollision is called when a particle hits a collider.
当粒子碰到collider时被调用。 -
OnBecameVisible is called when the renderer became visible by any camera.
当renderer(渲染器)在任何相机上可见时调用OnBecameVisible。 -
OnBecameInvisible is called when the renderer is no longer visible by any camera.
当renderer(渲染器)在任何相机上都不可见时调用OnBecameInvisible。 -
This function is called after a new level was loaded.
当一个新关卡被载入时此函数被调用。 -
This function is called when the object becomes enabled and active.
当对象变为可用或激活状态时此函数被调用。 -
This function is called when the behaviour becomes disabled () or inactive.
当对象变为不可用或非激活状态时此函数被调用。 -
This function is called when the MonoBehaviour will be destroyed.
当MonoBehaviour将被销毁时,这个函数被调用。 -
OnPreCull is called before a camera culls the scene.
在相机消隐场景之前被调用。 -
OnPreRender is called before a camera starts rendering the scene.
在相机渲染场景之前被调用。 -
OnPostRender is called after a camera finished rendering the scene.
在相机完成场景渲染之后被调用。 -
OnRenderObject is called after camera has rendered the scene.
在相机场景渲染完成后被调用。 -
OnWillRenderObject is called once for each camera if the object is visible.
如果对象可见每个相机都会调用它。 -
OnGUI is called for rendering and handling GUI events.
渲染和处理GUI事件时调用。 -
OnRenderImage is called after all rendering is complete to render image
当完成所有渲染图片后被调用,用来渲染图片后期效果。 -
Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
如果你想在物体被选中时绘制gizmos,执行这个函数。 -
Implement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
如果你想绘制可被点选的gizmos,执行这个函数。 -
Sent to all game objects when the player pauses.
当玩家暂停时发送到所有的游戏物体。 -
Sent to all game objects when the player gets or looses focus.
当玩家获得或失去焦点时发送给所有游戏物体。 -
Sent to all game objects before the application is quit.
在应用退出之前发送给所有的游戏物体。 -
Called on the server whenever a new player has successfully connected.
当一个新玩家成功连接时在服务器上被调用。 -
Called on the server whenever a Network.InitializeServer was invoked and has completed.
当Network.InitializeServer被调用并完成时,在服务器上调用这个函数。 -
Called on the client when you have successfully connected to a server
当你成功连接到服务器时,在客户端调用。 -
Called on the server whenever a player disconnected from the server.
当一个玩家从服务器上断开时在服务器端调用。 -
Called on the client when the connection was lost or you disconnected from the server.
当失去连接或从服务器端断开时在客户端调用。 -
Called on the client when a connection attempt fails for some reason.
当一个连接因为某些原因失败时在客户端调用。 -
Called on clients or servers when there is a problem connecting to the MasterServer.
当报告事件来自主服务器时在客户端或服务器端调用。 -
Called on clients or servers when reporting events from the MasterServer.
当报告事件来自主服务器时在客户端或服务器端调用。 -
Called on objects which have been network instantiated with Network.Instantiate
当一个物体使用Network.Instantiate进行网络初始化时调用。 -
Used to customize synchronization of variables in a script watched by a network view.
在一个网络视图脚本中,用于自定义变量同步。
Inherited Class Functions继承类函数
-
Logs message to the Unity Console. This function is identical to Debug.Log.
记录消息到Unity控制台,这个函数和Debug.Log作用相同。
-
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4月1日 Friday 18:58