Transform
class in UnityEngine
/
Inherits from:Component
/
Implemented in:UnityEngine.CoreModule
Switch to Manual
Description 描述
Position, rotation and scale of an object.
Every object in a Scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:
using UnityEngine;
public class Example : MonoBehaviour { // Moves all transform children 10 units upwards! void Start() { foreach (Transform child in transform) { child.position += Vector3.up * 10.0f; } } }
See Also: The component reference, Physics class.
Properties 属性
| childCount | The number of children the parent Transform has. | ||
| eulerAngles | The rotation as Euler angles in degrees. | ||
| forward | Returns a normalized vector representing the blue axis of the transform in world space. | ||
| hasChanged | Has the transform changed since the last time the flag was set to 'false'? | ||
| hierarchyCapacity | The transform capacity of the transform's hierarchy data structure. | ||
| hierarchyCount | The number of transforms in the transform's hierarchy data structure. | ||
| localEulerAngles | The rotation as Euler angles in degrees relative to the parent transform's rotation. | ||
| localPosition | Position of the transform relative to the parent transform. | ||
| localRotation | The rotation of the transform relative to the transform rotation of the parent. | ||
| localScale | The scale of the transform relative to the GameObjects parent. | ||
| localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). | ||
| lossyScale | The global scale of the object (Read Only). | ||
| parent | The parent of the transform. | ||
| position | The world space position of the Transform. | ||
| right | The red axis of the transform in world space. | ||
| root | Returns the topmost transform in the hierarchy. | ||
| rotation | A Quaternion that stores the rotation of the Transform in world space. | ||
| up | The green axis of the transform in world space. | ||
| worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
Public Methods 公共方法
| DetachChildren | Unparents all children. | ||
| Find | Finds a child by n and returns it. | ||
| GetChild | Returns a transform child by index. | ||
| GetSiblingIndex | Gets the sibling index. | ||
| InverseTransformDirection | Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. | ||
| InverseTransformPoint | Transforms position from world space to local space. | ||
| InverseTransformVector | Transforms a vector from world space to local space. The opposite of Transform.TransformVector. | ||
| IsChildOf | Is this transform a child of parent? | ||
| LookAt | Rotates the transform so the forward vector points at /target/'s current position. | ||
| Rotate | Use Transform.Rotate to rotate GameObjects in a variety of ways. The rotation is often provided as an Euler angle and not a Quaternion. | ||
| RotateAround | Rotates the transform about axis passing through point in world coordinates by angle degrees. | ||
| SetAsFirstSibling | Move the transform to the start of the local transform list. | ||
| SetAsLastSibling | Move the transform to the end of the local transform list. | ||
| SetParent | Set the parent of the transform. | ||
| SetPositionAndRotation | Sets the world space position and rotation of the Transform component. | ||
| SetSiblingIndex | Sets the sibling index. | ||
| TransformDirection | Transforms direction from local space to world space. | ||
| TransformPoint | Transforms position from local space to world space. | ||
| TransformVector | Transforms vector from local space to world space. | ||
| Translate | Moves the transform in the direction and distance of translation. |
Inherited Members 继承成员
Properties 属性
| gameObject | The game object this component is attached to. A component is always attached to a game object. | ||
| tag | The tag of this game object. | ||
| transform | The Transform attached to this GameObject. | ||
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | ||
| name | The name of the object. |
Public Methods 公共方法
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | ||
| CompareTag | Is this game object tagged with tag ? | ||
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | ||
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | ||
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | ||
| GetComponents | Returns all components of Type type in the GameObject. | ||
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | ||
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | ||
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | ||
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | ||
| TryGetComponent | Gets the component of the specified type, if it exists. | ||
| GetInstanceID | Returns the instance id of the object. | ||
| ToString | Returns the name of the object. |
Static Methods 静态方法
| Destroy | Removes a GameObject, component or asset. | ||
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | ||
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | ||
| FindObjectOfType | Returns the first active loaded object of Type type. | ||
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | ||
| Instantiate | Clones the object original and returns the clone. |
Operators 运算符
| bool | Does the object exist? | ||
| operator != | Compares if two objects refer to a different object. | ||
| operator == | Compares two object references to see if they refer to the same object. |