Unity 3D MonoBehaviour Mono行为

翻译 2015年07月08日 15:15:21

MonoBehaviour Mono行为

Inherits from Behaviour

MonoBehaviour is the base class every script derives from.

MonoBehaviour是每个脚本的基类.

Using Javascript every script automatically derives from MonoBehaviour. When using C# or Boo you have to explicitly derive from MonoBehaviour.

每个Javascript脚本自动继承MonoBehaviour,使用C#或Boo时,需要显式继承MonoBehaviour.

Note: The checkbox for disabling a MonoBehavior (on the editor) will only prevent Start(), Awake(), Update(), FixedUpdate(), and OnGUI() from executing. If none of these functions are present, the checkbox is not displayed.

注意:MonoBehavior对象(编辑器中)的复选框,只有在其有Start(),Awake(),Update(), FixedUpdate()和 OnGUI()函数时显示,没有这些函数时则隐藏。(另注:译者在PC上Windows平台测试结果与此注释所描述情况不符)

Variables变量

  • Disabling this lets you skip the GUI layout phase.
    禁用此项,将会跳过GUILayout布局阶段。

Functions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

Overridable Functions可重写函数

  • 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 sameGUIElement or Collider as it was pressed.
    OnMouseUpAsButton只有当鼠标在同一个GUIElementCollider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。

Class Functions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。

Inherited members继承成员

Inherited Variables继承变量

  • Enabled Behaviours are Updated, disabled Behaviours are not.
    启用行为被更新,禁用行为不更新。
  • 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 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 Class Functions继承类函数

  • 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。
  • 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。
  • 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。
  • 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
  • Clones the object original and returns the clone.
    克隆原始物体,并返回克隆的物体





Behaviour 行为

Inherits from Component

Behaviours are Components that can be enabled or disabled.

Behaviours是可以被启用或禁用的组件。

参见: MonoBehaviour and Component

Variables变量

  • Enabled Behaviours are Updated, disabled Behaviours are not.
    启用行为被更新,禁用行为不更新。

Inherited members继承成员

Inherited Variables继承变量

  • 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 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 Class Functions继承类函数

  • 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。
  • 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。
  • 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。
  • 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
  • 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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