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Unity3d7Using the Inspector中文翻译Word格式.docx

1、Inspector shows the properties of a GameObject and the Components and Materials on it.检视视图显示游戏对象和其组件及材质的属性When you create a script yourself, which works as a custom Component type, the member variables of that script are also exposed as Properties that can be edited directly in the Inspector when th

2、at script component has been added to a GameObject. This way script variables can be changed without modifying the script itself. Furthermore, the Inspector is used for showing import options of assets such as textures, 3D models, and fonts when selected. Some scene and project-wide settings are als

3、o viewed in the Inspector, such as all the Settings Managers. 当你创建一个脚本,它将作为一个自定义的组件类型,当这个脚本组件被添加到一个游戏对象中时,该脚本的成员变量将作为可直接编辑的属性陈列在检视视图中。这样以来无需修改脚本本身就可以直接改变其变量。此外,检视视图也用于显示资源的导入选项,如纹理、三维模型、选择字体。某些场景和项目范围的设置也可以在检视视图中来查看,如所有的设置管理器。Any property that is displayed in the Inspector can be directly modified.

4、There are two main types of Properties: Values and References. 检视视图中显示的任何属性都可以直接修改,有两种主要类型的属性:赋值属性和参照(引用)属性。 Editing Value Properties Assigning References Inspector Options Editing Value Properties(编辑赋值属性)Value properties do not reference anything and they can be edited right on the spot. Typical va

5、lue properties are numbers, toggles, strings, and selection popups, but they can also be colors, vectors, curves, and other types. 赋值属性不能引用(参照)任何东西,它们可以直接编辑。典型的赋值属性是数字、切换开关、字符串和选择弹出窗口,它们也可以是颜色、向量、曲线和其它类型。Value properties on the inspector can be numbers, checkboxes, strings.赋值属性可以是数字、复选框、字符串.Many val

6、ue properties have a text field and can be adjusted simply by clicking on them, entering a value using the keyboard, and pressing Enter to save the value. 许多赋值属性有一个文本字段,可以通过点击简单地调整,使用键盘键入一个值,然后按回车保存该值。 You can also put your mouse next to a numeric property, left-click and drag it to scroll values qu

7、ickly 你也可以把你的鼠标放到一个数字属性的旁边,用左键拖动来快速滚动数值。 Some numeric properties also have a slider that can be used to visually tweak the value. 有些数字属性会有一个可以直观地调整数值的滑块。Some Value Properties open up a small popup dialog that can be used to edit the value. 有些赋值属性会弹出一个小对话框,可以用来编辑数值。Color Picker(拾色器)Properties of the

8、Color type will open up the Color Picker. (On Mac OS X this color picker can be changed to the native OS color picker by enabling Use OS X Color Picker under Unity-Preferences.) 颜色类型的属性将打开拾色器。(在Mac系统中,通过Unity-Preferences激活选项Use OS X Color Picker,这个拾色器可以更改系统自带的拾色器)The Color Picker reference in the in

9、spector is represented by:检视视图中的拾色器参考下图:Color Picker reference in the inspector.检视视图中的拾色器And opens the Color Picker just by clicking on it: 打开拾色器点取颜色:Color Picker descriptions.拾色器外观Use the Eyedropper Tool when you want to find a value just by putting your mouse over the color you want to grab.把鼠标放到你

10、想要的颜色上,使用吸管工具选取颜色。RGB / HSV Selector lets you switch your values from Red, Green, Blue to Hue, Saturation and Value (Strength) of your color. RGB /HSV选择器,让你通过调整红、绿、蓝的色相、饱和度和数值(强度)来选择颜色。Finally, the transparency of the Color selected can be controlled by the Alpha Channel value. 最后,所选颜色的透明度可通过Alpha通道

11、来控制。Curve Editor(曲线编辑器)Properties of the AnimationCurve type will open up the Curve Editor. The Curve Editor lets you edit a curve or choose from one of the presets. For more information on editing curves, see the guide on Editing Curves. The type is called AnimationCurve for legacy reasons, but it

12、can be used to define any custom curve function. The function can then be evaluated at runtime from a script. AnimationCurve(动画曲线)类型的属性将打开曲线编辑器。曲线编辑器允许你编辑曲线或从预置(应该是指程序自带的)中选择一个。如需编辑曲线的更多信息,请参阅Editing Curves。由于遗留(旧版本)原因,该类型叫做AnimationCurve,它可以用来定义任何自定义曲线的功能,该功能可以评估出脚本运行时间。(没明白什么意思,也许等自己学习了该部分才会明白)An

13、AnimationCurve property is shown in the inspector as a small preview: 一个动画曲线属性在检视视图中显示为一个小预览图:A preview of an AnimationCurve in the Inspector.检视视图中一个动画曲线的预览Clicking on it opens the Curve Editor: 点击它打开曲线编辑器The Curve Editor is for editing AnimationCurves.曲线编辑器用来编辑动画曲线Wrapping Mode Lets you select betw

14、een Ping Pong, Clamp and Loop for they Control Keys in your curve.The Presets lets you modify your curve to default outlines the curves can have. Wrapping Mode(暂时翻译为包装模式)让你在曲线中选择Ping Pang、Clamp和Loop(曲线弯曲)这些控制键(来调整形状)。Presets(预置)让你修改你的曲线成为(该曲线可以拥有的)默认形状。Assigning References(指定引用)Reference properties

15、are properties that reference other objects such as GameObjects, Components, or Assets. The reference slot will show what kind of objects can be used for this reference. 引用(参照)属性是这样一种属性,它可以引用其它对象如游戏对象、组件或资源。引用槽(其实就是那个输入框)会显示可以用于此位置的对象种类。The Audio Clip property slot shows that it accept references to

16、 objects of type Audio Clip Audio Clip属性槽显示它可以引用的音频剪辑类对象Now an Audio Clip file is referenced in the Audio Clip property.现在一个音频文件被引用到了Audio Clip属性上This type of referencing is very quick and powerful, especially when using scripting. To learn more about using scripts and properties, please view the Sc

17、ripting Tutorial on the tutorials page. 这种引用的类型是非常快速和强大的(我很想翻译成给力的),尤其是使用脚本的时候。要了解更多有关使用脚本和属性的内容,请查看教程页面上的脚本指南。Object references can be assigned to a reference property either by drag and drop or by using the Object Picker. 可以通过拖放或者使用对象选取器这两种方式给一个引用(参照)属性指定对象。Drag and Drop(拖放)You can use drag and dr

18、op simply by selecting the desired object in the Scene View, Hierarchy, or Project View and dragging it into the slot of the reference property. 你可以在场景视图、层次视图、或项目视图中选择所需的对象,将它拖到参照属性的引用槽。If a reference property accepts a specific Component type (for example a Transform) then dragging a GameObject or

19、a Prefab onto the reference property will work fine provided that the GameObject or Prefab contains a component of the correct type. The property will then reference the component in question, even though it was a GameObject or Prefab you dragged onto it. 如果参照属性接受一种特殊的组件类型(如Transform组件),那么拖放一个游戏对象或预

20、设件到参照属性上也能很好地工作,前提是该游戏对象或预设件包含一个正确类型的组件,参照属性仍将引用这个有问题的组件,尽管它是一个你拖过来的游戏对象或预设件。If you drag an object onto an reference property, and the object is not of the correct type, or does not contain the right component, then you wont be able to assign the object to the reference property. 如果你拖动一个对象到参照属性上,该对象

21、是不正确的类型或没有包含正确的组件,那么你将不能够指派该对象到参照属性上。The Object Picker(对象选择器)You can click on the small target icon next to a reference slot to open the Object Picker. 你可以点击引用槽旁边的小图标来打开对象选取器。如图:References to the Object Picker from the Editor.通过编辑器的对象选择器提供引用The Object Picker is a simple window for assigning objects

22、in the inspector after allowing you to preview and search those available. 对象选取器是一个简单窗口,可以让你预览和搜索到可用对象之后,在检视视图中指定。Although the Object Picker is really easy to use, there are a few things you should be aware of. These are described below. 虽然对象选取器是很容易使用的,但仍有一些事情是你应该知道的,说明如下。Anatomy of the Object Picke

23、r.对象选择器的界面说明1. Search: When there are lots of objects in the picker, you can use the Search field to filter them. This search field can also search objects using their Labels. 搜索:当选择器中有很多对象,你可以使用搜索字段来筛选他们,搜索字段也可以使用标签来搜索对象。(关于标签,请参阅资源工作流程)2. View Selector: Switches the base of the search between obje

24、cts in the scene and assets. 视图选择器:切换显示搜索到的场景对象和资源对象。3. Preview Size: This horizontal scroll bar lets you increase/decrease the size of your preview objects in the preview window. With this you can see more or fewer objects in the preview window at any moment. 预览大小:这个水平滚动条可以让你增大/减小在预览窗口中的预览对象的大小。这样你

25、可以在预览窗口中看到更多或更少的对象。4. Preview Window: Here are all the objects that reside in your Scene/Assets folder filtered by the Search field. 预览窗口:这里是由搜索字段筛选出的你的场景/资源文件夹里的所有对象。5. Object Info: Displays information about the currently selected object. The content of this field depends on the type of object bei

26、ng viewed, so if for example you pick a mesh, it will tell you the number of vertices and triangles, and whether or not it has UVs and is skinned. However, if you pick an audio file it will give you information such as the bit rate of the audio, the length, etc. 对象信息:显示当前选择的对象的信息。此区域的内容取决于当前查看对象的类型,

27、例如,如果你选择一个网格,它会告诉你顶点和三角形的数量,是否有UV,是否有蒙皮;如果你选择一个音频文件,它将给你音频比特率、长度等信息。6. Object Preview: This also depends on the type of object you are viewing. If you select a mesh, it will display you how the mesh looks, but if you select a script file, it will just display an icon of the file. 对象预览:这也取决于你当前查看对象的类

28、型。如果您选择一个网格,它会显示你怎样观察网格,但如果你选择一个脚本文件,它只会显示该文件的图标。The Object Picker works on any asset you have in your project, which can be a video, a song, a terrain, a GUI skin, a scripting file, or a mesh; it is a tool you will use often. 对象选择器工作于项目中的任何资源上,它可以是一个视频、歌曲、地形、图形用户界面的皮肤(以后这个词不翻译为好)、脚本文件、网格,它是一个你会经常使用

29、的工具。Hints(提示) Use Labels on your Assets and you will be able to find them more easily by searching for them using the search field of the Object Picker 在资源上使用标签,将能够使你在对象选取器中利用搜索字段更容易找到它们。 If you dont want to see the descriptions of the objects you can move the slider in the bottom middle of the preview window downward. 如果你不想看到对象的描述,你可以向下拖动预览窗口底部中间的滑块。 If you want to see a detailed preview of the obj

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