Transform
- childCount
- DetachChildren
- eulerAngles
- Find
- forward
- InverseTransformDirection
- InverseTransformPoint
- IsChildOf
- localEulerAngles
- localPosition
- localRotation
- localScale
- localToWorldMatrix
- LookAt
- lossyScale
- parent
- position
- right
- root
- RotateAround
- Rotate
- rotation
- TransformDirection
- TransformPoint
- Translate
- up
- worldToLocalMatrix
Transform.localPosition 自身位置
var localPosition : Vector3
Description描述
Position of the transform relative to the parent transform.
相对于父级的变换的位置。
If the transform has no parent, it is the same as Transform.position.
如果该变换没有父级,那么等同于Transform.position。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
transform.localPosition = new Vector3(0, 0, 0);
print(transform.localPosition.y);
}
}
// Move the object to the same position as the parent:
//移动物体到和父级一样的位置
transform.localPosition = Vector3(0, 0, 0);
// Get the y component of the position relative to the parent
// and print it to the Console
//获取相对于父级位置的y组件并打印到控制台
print(transform.localPosition.y);
Note that the parent transform's world rotation and scale are applied to the local position when calculating the world position. This means that while 1 unit in Transform.position is always 1 unit, 1 unit in Transform.localPosition will get scaled by the scale of all ancestors.
注意当计算世界的位置时,父级变换的世界旋转和缩放被应用到自身的位置。意思是说Transform.position的1个单位是1个单位,Transform.localPosition的1个单位将由所有祖先的缩放获得缩放,简单来所自身位置的1单位将受它所有上级的缩放影响。
最后修改:2010年12月18日 Saturday 21:54