AccelerationEvent 加速度事件
AccelerationEvent.acceleration 加速度的值
AccelerationEvent.deltaTime 增量时间--------经过一段时间至最后加速度测量。
AnimationCurve动画曲线
An animation curve. Lets you addkeyframes and evaluate the curve at a given time.
动画曲线.让你在给定时间插入关键帧和数值的曲线.
A collection of curves form an AnimationClip.
曲线的集合组成动画剪辑(AnimationClip)
Variables变量
· keys
All keys defined in theanimation curve.
动画曲线中定义的所有键.
Retrieves the key at index(Read Only)
检索索引中的键.(只读)
· length
The number of keys in thecurve (Read Only)
曲线中键的数量(只读)
The behaviour of theanimation before the first keyframe
第一帧关键帧之前动画的行为
The behaviour of theanimation after the last keyframe
最后一帧关键帧之后动画的行为
Constructors构造器
Creates an animation curvefrom arbitrary number of keyframes.
根据任意数量的关键帧创建一个动画曲线.
Functions函数
· Evaluate
Evaluate the curve at time.
曲线在某时刻的值
· AddKey
Add a new key to the curve.
在曲线中加入一个键
· MoveKey
Removes the keyframe at indexand inserts key.
删除索引处的关键帧并插入键
Removes a key
删除一个键
Smooth the in and outtangents of the keyframe at index.
平滑索引处关键帧的切线
Class Functions类函数
· Linear
A straight Line starting attimeStart, valueStart and ending at timeEnd, valueEnd
一条直线,开始于timeStart, valueStart 终止于 timeEnd, valueEnd
An ease-in and out curvestarting at timeStart, valueStart and ending at timeEnd, valueEnd.
一个渐入渐出的曲线, 开始于timeStart, valueStart 终止于 timeEnd, valueEnd
AnimationEvent动画事件
AnimationEvent lets you call a scriptfunction similar to SendMessage as part of playing back an animation.
AnimationEvent类似于SendMessage让你调用一个脚本函数,这个脚本是动画播放的一部分
Animation events support functions thattake zero or one parameter. The parameter can be a float, a string, an objectreference, or an AnimationEvent.
动画事件支持没有或有一个参数的函数.参数可以是浮点型,字符串,引用对象或AnimationEvent。
Variables变量
String parameter that isstored in the event and will be sent to the function.
字符串参数,保持在事件中并发送给函数
Float parameter that isstored in the event and will be sent to the function.
浮点型参数,保持在事件中并发送给函数
int parameter that is storedin the event and will be sent to the function.
整型参数, 保持在事件中并发送给函数
Object reference parameterthat is stored in the event and will be sent to the function.
引用对象参数,保持在事件中并发送给函数
The name of the function thatwill be called.
欲调用的函数的名字
· time
The time at which the eventwill be fired off.
引发该事件的时间
Function call options.
函数调用选项
The animation state thatfired this event (Read Only).
引发事件时的函数状态(只读)
Constructors构造器
Creates a new animation event
创建新的动画事件
AnimationState动画状态
Inherits fromTrackedReference
The AnimationState gives full controlover animation blending.
AnimationState完全控制动画混合。
In most cases the Animation interfaceis sufficient and easier to use. Use the AnimationState if you need fullcontrol over the animation blending any playback process.
多数情况下,Animation已经满足使用。如果你需要完全控制动画混合,可以使用AnimationState。
The AnimationState interface allows youto modify speed, weight, time and layers while any animation is playing. Youcan also setup animation mixing and wrapMode.
播放动画时,AnimationState允许你修改速度,权值,时间和层。你也可以设置动画合成和wrapMode(循环模式)。
The Animation
Variables变量
· enabled
Enables / disables theanimation.
启动/禁止动画
· weight
The weight of animation
动画的权重。
· wrapMode
Wrapping mode of theanimation.
动画的循环模式
· time
The current time of theanimation
动画当前时间
The normalized time of theanimation.
动画当前规范化时间
· speed
The playback speed of theanimation. 1 is normal playback speed.
动画的播放速度。1为正常速度。
The normalized playback speed.
规范化播放速度。
· length
The length of the animationclip in seconds.
动画剪辑的长度,单位是秒。
· layer
The layer of the animation.When calculating the final blend weights, animations in higher layers will gettheir weights
动画层。计算混合权值时,较高层将优先获取权值。
· clip
The clip that is being playedby this animation state.
此动画状态播放的剪辑。
· name
The name of the animation
动画的名字
Which blend mode should beused?
使用哪种混合模式?
Functions函数
Adds a transform which shouldbe animated. This allows you to reduce the number of animations you have tocreate.
Unity3D API整理1
最新推荐文章于 2023-01-01 10:49:39 发布
本文详细介绍了Unity3D的几个核心API,包括AccelerationEvent、AnimationCurve、AnimationEvent和AnimationState,涉及关键变量、构造器、函数等。此外,还提及了Application类,提供对游戏运行时数据的访问,以及Color32和Color颜色结构体的使用。这些API是Unity3D开发中不可或缺的部分,理解它们有助于提升游戏开发效率。
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