The Terrain component renders the terrain.
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The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
地形数据存储着高度图,地形纹理,细节网格和树木。
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The maximum distance at which trees are rendered
被渲染的树的最大距离。
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Distance from the camera where trees will be rendered as billboards only.
树木从面向板取向过渡到网格取向的总距离增量。
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Total distance delta that trees will use to transition from billboard orientation to mesh orientation.
树木从面向板取向过渡到网格取向的总距离增量。
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Maximum number of trees rendered at full LOD.
在全部LOD,树木渲染的最大数。
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Detail objects will be displayed up to this distance.
细节物体将被显示到这个距离。
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Density of detail objects.
细节物体的密度。
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An approximation of how many pixels the terrain will pop in the worst case when switching lod.
在切换lod时,大约有多少像素,地形将出现误差的情况。
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Lets you essentially lower the heightmap resolution used for rendering
让你在实质上降低用于渲染高度图的解析度。
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Heightmap patches beyond basemap distance will use a precomputed low res basemap.
高度图面片超出底图距离将使用一个预先计算的低解析度底图。
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The index of the lightmap applied to this renderer.
应用到该渲染器的光照图的索引。
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Should terrain cast shadows?.
地形是否投影?
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编辑器渲染标识
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Update is called every frame, if the MonoBehaviour is enabled.
当MonoBehaviour启用时,其Update在每一帧被调用。
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LateUpdate is called every frame, if the Behaviour is enabled.
当Behaviour启用时,其LateUpdate在每一帧被调用。
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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。
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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。
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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。
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Reset to default values.
重置为默认值。
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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。
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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 .
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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。
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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。
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OnMouseUp is called when the user has released the mouse button.
当用户释放鼠标按钮时调用OnMouseUp。
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OnMouseUpAsButton is only called when the mouse is released over the same
GUIElement or
Collider as it was pressed.
OnMouseUpAsButton只有当鼠标在同一个
GUIElement或
Collider按下,在释放时调用。
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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 。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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OnParticleCollision is called when a particle hits a collider.
当粒子碰到collider时被调用。
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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。
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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。
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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。
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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。
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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。
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This function is called when the MonoBehaviour will be destroyed.
当MonoBehaviour将被销毁时,这个函数被调用。
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OnPreCull is called before a camera culls the scene.
在相机消隐场景之前被调用。
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OnPreRender is called before a camera starts rendering the scene.
在相机渲染场景之前被调用。
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OnPostRender is called after a camera finished rendering the scene.
在相机完成场景渲染之后被调用。
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OnRenderObject is called after camera has rendered the scene.
在相机场景渲染完成后被调用。
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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。
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OnGUI is called for rendering and handling GUI events.
渲染和处理GUI事件时调用。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。