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script:unityengine:classes:monobehaviour:monobehaviour

MonoBehaviour

Namespace: UnityEngine

Inherits from: Behaviour

Description 描述

MonoBehaviour is the base class every script derives from.

MonoBehaviour 是每个脚本派生的类的基类。

Using Javascript every script automatically derives from MonoBehaviour. When using C# or Boo you have to explicitly derive from MonoBehaviour.

每个Javascript脚本自动继承MonoBehaviour,使用C#或Boo时,需要显式继承MonoBehaviour.

Note: The checkbox for disabling a MonoBehavior (on the editor) will only prevent Start(), Awake(), Update(), FixedUpdate(), and OnGUI() from executing. If none of these functions are present, the checkbox is not displayed.

注意:MonoBehavior对象(编辑器中)的复选框,只有在其有Start(),Awake(),Update(), FixedUpdate()和 OnGUI()函数时显示,没有这些函数时则隐藏。

See Also: The chapter on scripting in the manual.

Variables 变量

useGUILayout Disabling this lets you skip the GUI layout phase.
禁用此项,将会跳过GUILayout布局。

Functions 函数

CancelInvoke Cancels all Invoke calls on this MonoBehaviour.
在当前MonoBehaviour,取消所有Invoke调用
Invoke Invokes the method methodName in time seconds.
在time秒后,延迟调用方法methodName。
InvokeRepeating Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
在time秒调用methodName方法,然后每repeatRate秒重复调用。
IsInvoking Is any invoke on methodName pending?
methodName方法是否在等候调用?
StartCoroutine Starts a coroutine.
开始协同程序。
StopAllCoroutines Stops all coroutines running on this behaviour.
停止运行此behaviour上的所有协同程序。
StopCoroutine Stops all coroutines named methodName running on this behaviour.
停止此behaviour上运行的所有名为methodName的协同程序。

Static Functions 静态函数

print Logs message to the Unity Console (identical to Debug.Log).
输出日志消息到Unity控制台。等同Debug.Log。

Messages 消息

Awake Awake is called when the script instance is being loaded.
当该脚本实例被载入时Awake被调用。
FixedUpdate 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。
LateUpdate LateUpdate is called every frame, if the Behaviour is enabled.
当Behaviour启用时,其LateUpdate在每一帧被调用。
OnAnimatorIK Callback for setting up animation IK (inverse kinematics).
设置动画的IK回调(反向运动学)。
OnAnimatorMove Callback for processing animation movements for modifying root motion.
用于修改根运动处理动画移动的回调。
OnApplicationFocus Sent to all game objects when the player gets or loses focus.
当玩家获得或失去焦点时发送给所有游戏对象。
OnApplicationPause Sent to all game objects when the player pauses.
当玩家暂停发送给所有游戏对象。
OnApplicationQuit 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。
OnAudioFilterRead If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
如果OnAudioFilterRead被执行,Unity将插入一个自定义的过滤器到音频DSP链。
OnBecameInvisible 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。
OnBecameVisible 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。
OnCollisionEnter 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。
OnCollisionEnter2D Sent when an incoming collider makes contact with this object's collider (2D physics only).
当进入的碰撞器与这个对象的碰撞器接触,发送信息(仅限2D物理)。
OnCollisionExit 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。
OnCollisionExit2D Sent when a collider on another object stops touching this object's collider (2D physics only).
当另一个对象的碰撞器停止接触这个对象的碰撞器时,发送信息(仅限2D物理)。
OnCollisionStay 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。
OnCollisionStay2D Sent each frame where a collider on another object is touching this object's collider (2D physics only).
当另一个对象的碰撞器每帧接触这个对象的碰撞器时,发送信息(仅限2D物理)。
OnConnectedToServer Called on the client when you have successfully connected to a server.
当成功连接到服务器时,在客户端调用。
OnControllerColliderHit 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。
OnDestroy This function is called when the MonoBehaviour will be destroyed.
当MonoBehaviour将被销毁时,这个函数被调用。
OnDisable 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。
OnDisconnectedFromServer 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。
OnDrawGizmos Implement 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OnDrawGizmos。
OnDrawGizmosSelected 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。
OnEnable This function is called when the object becomes enabled and active.
当对象被启用并激活状态时此函数被调用。
OnFailedToConnect 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。
OnFailedToConnectToMasterServer Called on clients or servers when there is a problem connecting to the MasterServer.
当连接MasterServer出现问题时在客户端或服务器端调用。
OnGUI OnGUI is called for rendering and handling GUI events.
渲染和处理GUI事件时调用。
OnJointBreak 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。
OnLevelWasLoaded 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。
OnMasterServerEvent Called on clients or servers when reporting events from the MasterServer.
当报告事件来自MasterServer时在客户端或服务器端调用。
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
当用户鼠标在GUIElement或Collider上点击时OnMouseDown被调用。
OnMouseDrag OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
当用户鼠标在GUIElement或Collider上拖拽时OnMouseDrag被调用 。
OnMouseEnter 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。
OnMouseExit OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.
当用户鼠标不在GUIElement或Collider上时OnMouseExit被调用。
OnMouseOver OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.
当用户鼠标在GUIElement或Collider上经过时OnMouseOver被调用。
OnMouseUp OnMouseUp is called when the user has released the mouse button.
当用户释放鼠标按钮时调用OnMouseUp。
OnMouseUpAsButton 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。
OnNetworkInstantiate Called on objects which have been network instantiated with Network.Instantiate.
当对象使用Network.Instantiate进行网络初始化时调用。
OnParticleCollision OnParticleCollision is called when a particle hits a collider.
当粒子碰到碰撞器时,OnParticleCollision 被调用。
OnPlayerConnected 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。
OnPlayerDisconnected Called on the server whenever a player disconnected from the server.
当一个玩家
script/unityengine/classes/monobehaviour/monobehaviour.txt · 最后更改: 2016/08/02 05:35 (外部编辑)