Unity3D说明文档翻译-Input Manager

Input Manager

输入管理器

The Input Manager is where you define all the different input axes and game actions for your project.

输入管理器是你给你的项目定义所有不同输入轴和游戏行为地方.

The Input Manager

输入管理器

To see the Input Manager choose: Edit->Project Settings->Input.

查看输入管理器选择:编辑>项目设置>输入

Properties

属性

Property:

Function:

Axes

Contains all the defined input axes for the current project: Size is the number of different input axes in this project, Element 0, 1, … are the particular axes to modify.

包含当前项目所有定义的输入轴:大小是此项目不同输入轴的数量,元素0,1....可被修改的特定轴.

Name

名称

The string that refers to the axis in the game launcher and through scripting.

此字符串在是游戏启动器到脚本都可用来应用它代表的轴.

Descriptive Name

描述名称

A detailed definition of the Positive Button function that is displayed in the game launcher.

在游戏启动器中对正向按钮功能的详细定义.

Descriptive Negative Name

反向描述名称

A detailed definition of the Negative Button function that is displayed in the game launcher.

在游戏启动器上对反向按钮功能的详细定义.

Negative Button

反向按钮

The button that will send a negative value to the axis.

此按钮将发送一个负值给此轴.

Positive Button

正向按钮

The button that will send a positive value to the axis.

此按钮将发送一个正值给此轴.

Alt Negative Button

替换反向按钮

The secondary button that will send a negative value to the axis.

第二个将发送负值给此轴的按钮.

Alt Positive Button

替换正向按钮

The secondary button that will send a positive value to the axis.

第二个发送正值给此轴的按钮.

Gravity

引力

How fast will the input recenter. Only used when the Type is key / mouse button.

输入会到中心位置有多快.只有类型是按键/鼠标按钮时使用.

Dead

死亡

Any positive or negative values that are less than this number will register as zero. Useful for joysticks.

任何正或负值小于此数将归0.对控制杆尤为有用.

Sensitivity

灵敏度

For keyboard input, a larger value will result in faster response time. A lower value will be more smooth. For Mouse delta the value will scale the actual mouse delta.

对于键盘输入,一个大的值将导致更快的响应时间.一个小的值将更平滑.对于一个鼠标增量将缩放真实的鼠标增量.

Snap

快动

If enabled, the axis value will be immediately reset to zero after it receives opposite inputs. Only used when the Type is key / mouse button.

如果可以,轴的值将在收到反向的输入时立即归0.只有在按键/鼠标类型时可用.

Invert

反转

If enabled, the positive buttons will send negative values to the axis, and vice versa.

如果可以,正向按钮将发送负值给轴,反之亦反.

Type

类型

Use Key / Mouse Button for any kind of buttons, Mouse Movement for mouse delta and scrollwheels, Joystick Axis for analog joystick axes and Window Movement for when the user shakes the window.

按键/鼠标按钮可用于任何种类按钮,鼠标移动用于鼠的增量动和滚轮,控制杆轴用于模块控制杆,而窗口移动用于当用户摇动窗口时.

Axis

Axis of input from the device (joystick, mouse, gamepad, etc.)

来自设备的输入轴(控制杆,鼠标,手柄等.)

Joy Num

控制杆键名称

Which joystick should be used. By default this is set to retrieve the input from all joysticks. This is only used for input axes and not buttons.

哪个控制杆将被使用.默认这被设置为检索所有控制杆输入.这值用于输入轴和无按钮.

Details

详细信息

All the axes that you set up in the Input Manager serve two purposes:

你在输入管理器总设置的所有轴用于两个目的:

· They allow you to reference your inputs by axis name in scripting.

· 它们允许你在脚本上通过轴的名称引用它们.

· They allow the players of your game to customize the controls to their liking.

它们允许玩家按个人喜好自定义控制设置.

All defined axes will be presented to the player in the game launcher, where they will see its name, detailed description, and default buttons. From here, they will have the option to change any of the buttons defined in the axes. Therefore, it is best to write your scripts making use of axes instead of individual buttons, as the player may want to customize the buttons for your game.

所有自定义轴将出现在玩家的游戏启动器中,在这里他们将看到它们的名称,详细描述和默认按钮.从这里,他们将选项来按钮定义的轴.因此,最好使用轴写脚本而不是使用单独的按键,因为玩家可能想要给你的游戏自定义按键.

The game launcher’s Input window is displayed when your game is run

当你的游戏运行时游戏启动器的输入窗口显现

See also: Input.

参考:输入页面.

 

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