排列三字谜藏机图17500:animation 动画

排列三2014079期正版藏机图 www.d0po.cn 2014-12-31 01:50| 发布者: 杨炎| 查看: 1673| 评论: 0|原作者: 蛮牛|来自: unity3d脚本manual

摘要: animation 动画inherits frombehaviour,ienumerablethe animation component is used to play back animations.animation组件用于播放动画。you can assign animation clips to the animation component and control ...

animation 动画

inherits frombehaviour,ienumerable

the animation component is used to play back animations.

animation组件用于播放动画。

you can assign animation clips to the animation component and control playback from your script. the animation system in unity is weight based and supports: animation blending, additive animations, animation mixing, layers and full control over all aspects of animation playback.

可以指定动画剪辑到动画组件并从脚本控制动画播放。在unity的动画系统基于权重并且支持动画融合,叠加动画,动画混合,标签和 完全控制动画播放的各个方面。

to play a simple animation useanimation.play

to cross-fade between animations useanimation.crossfade

to change how animations wrap (loop, once, pingpong) change thewrapmodeof the respective animationclips in their import settings, oruse animationstate.wrapmodeto change it at runtime.

animationstatecan be used to change the layer of an animation, modify playback speed, and for direct control over blending and mixing.

如果想播放一个简单的动画,可以使用animation.play;

如果想在动画之间交叉淡入,可以使用animation.crossfade;

如果想改变动画模式(循环,一次,乒乓),可以改变动画导入设置里面的动画帧的wrapmode,或者在运行时改变animationstate.wrapmode的值;

animationstate可以用于改变动画的层,修改播放速度,并且直接控制融合与混合。

animation also supports enumerators so you can loop through all animationstates like this:

动画也支持枚举,所以你可以像这样在animationstates之间循环:

c#

javascript

using unityengine;

using system.collections;

public class example :monobehaviour{

public void awake() {

foreach (animationstatestate in animation) {

state.speed = 0.5f;

}

}

}

// make all animations in this character play at half speed

// 使这个角色的所有动画的播放速度降为一半

for (var state :animationstatein animation) {

state.speed = 0.5;

}

variables变量

clip

the default animation.

默认的动画剪辑。

playautomatically

should the default animation clip (animation.clip) automatically start playing on startup.

是否在开始的时候自动播放默认的动画(animation.clip)。

wrapmode

how should time beyond the playback range of the clip be treated?

动画剪辑播放完成之后,应该如何操作?

isplaying

are we playing any animations?

是否在播放任何动画?

this [string name]

returns the animation state named name.

返回名称为name的动画状态。

animatephysics

when turned on, animations will be executed in the physics loop. this is only useful in conjunction with kinematic rigidbodies.

如果打开这个选项,动画会在物理循环过程中被执行。这个选项只有在结合运动学刚体的时候才有用。

animateonlyifvisible

when turned on, unity might stop animating if it thinks that the results of the animation won't be visible to the user.

如果打开这个选项,unity可能在它认为用户不会看到当前动画的时候停止播放。

cullingtype

controls culling of this animation component.

控制动画组件的消隐。

localbounds

aabb of this animation animation component in local space.

在本地坐标空间这个动画的动画组件的aabb。

functions函数

stop

stops all playing animations that were started with this animation.

停止所有当前animation正在播放的动画。

rewind

rewinds the animation named name.

倒播名称为name的动画。

sample

samples animations at the current state.

在当前状态对动画进行采样。

isplaying

is the animation named name playing?

名为name的动画正在播放吗?

play

plays animation without any blending.

没有任何混合的播放动画。

crossfade

fades the animation with name animation in over a period of time seconds and fades other animations out.

在一定时间内淡入名称为name的动画并且淡出其他动画。

blend

blends the animation named animation towards targetweight over the next time seconds.

在接下来的几秒内混合名称为name的动画直到targetweight。

crossfadequeued

cross fades an animation after previous animations has finished playing.

在前一个动画播放完成之后淡入淡出下一个动画。

playqueued

plays an animation after previous animations has finished playing.

在前一个动画播放完成之后直接播放下一个动画。

addclip

adds a clip to the animation with name newname.

给动画添加一个名称为newname的动画剪辑。

removeclip

remove clip from the animation list.

从动画列表移除剪辑。

getclipcount

get the number of clips currently assigned to this animation

取得当前动画的动画剪辑数量。

synclayer

synchronizes playback speed of all animations in the layer.

同步某层的动画的播放速度。

inherited members继承成员

inherited variables继承变量

enabled

enabled behaviours are updated, disabled behaviours are not.

启用行为被更新,禁用行为不更新。

transform

thetransformattached to thisgameobject(null if there is none attached).

transform附加到gameobject(游戏物体)(如无附加则为空)。

rigidbody

therigidbodyattached to thisgameobject(null if there is none attached).

rigidbody附加到gameobject(游戏物体)(如无附加则为空)。

camera

thecameraattached to thisgameobject(null if there is none attached).

camera附加到gameobject(游戏物体)(如无附加则为空)。

light

thelightattached to thisgameobject(null if there is none attached).

light附加到gameobject(游戏物体)(如无附加则为空)。

animation

theanimationattached to thisgameobject(null if there is none attached).

animation附加到gameobject(游戏物体)(如无附加则为空)。

constantforce

theconstantforceattached to thisgameobject(null if there is none attached).

constantforce附加到gameobject(游戏物体)(如无附加则为空)。

renderer

therendererattached to thisgameobject(null if there is none attached).

renderer附加到gameobject(游戏物体)(如无附加则为空)。

audio

theaudiosourceattached to thisgameobject(null if there is none attached).

audiosource附加到gameobject(游戏物体)(如无附加则为空)。

guitext

theguitextattached to thisgameobject(null if there is none attached).

guitext附加到gameobject(游戏物体)(如无附加则为空)。

networkview

thenetworkviewattached to thisgameobject(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)。

guitexture

theguitextureattached to thisgameobject(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)。

collider

thecolliderattached to thisgameobject(null if there is none attached).

collider附加到gameobject(游戏物体)(如无附加则为空)。

hingejoint

thehingejointattached to thisgameobject(null if there is none attached).

hingejoint附加到gameobject(游戏物体)(如无附加则为空)。

particleemitter

theparticleemitterattached to thisgameobject(null if there is none attached).

particleemitter附加到gameobject(游戏物体)(如无附加则为空)。

gameobject

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。

tag

the tag of this game object.

游戏物体的标签。

name

the name of the object. //物体的名字

hideflags

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?

文章点评
  • 您访问的页面找不回来了 2019-04-07
  • 五莲科技局以“三大”助力动能转换 2019-04-07
  • 匹夫有责之一百一十二—道义大义的博客—强国博客—人民网 2019-03-30
  • 守住青山不放松 护好绿水不辞难——在渝全国人大代表聚焦“共抓大保护、不搞大开发”专题调研记略 2019-03-28
  • 经营者要想“我心换你心”,就要未雨绸缪,让不诚信的诱惑少一点,如此才能在市场中生存下来。反过来说,承担不起亏损就关门歇业,是否也是一种不诚信呢? 2019-03-21
  • 追风上市公司“跌落神坛”-热门标签-华商网数码 2019-03-21
  • 文化艺术交易场所沙龙第一期活动在京顺利举行 2019-03-16
  • 看把你高兴的屁颠屁颠的,光有赞有什么用?我给你个货真价实的 [大红包]。 2019-03-16
  • 候选企业:中国石油呼和浩特石化公司 2019-02-22
  • 我国纳米核心技术取得重大突破 2019-02-22
  • 北京:端午节民俗地图  小枣粽——竹叶红枣糯糯情  2019-01-26
  • 机器人送快递将在西安试点 识别红绿灯还能“车让人” 2019-01-26
  • 首批限竞房正式入市 戳三大盘看详情! ——凤凰网房产北京 2018-12-09
  • 世界杯频爆冷门网友大呼“天台见”!警方:不要冲动,不要跳楼 2018-08-21
  • 始终如一的是:美国优先。 2018-08-21
  • 327| 759| 837| 548| 811| 738| 554| 211| 321| 530|