本文整理汇总了C#中UnityEngine.GameObject.Translate方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.Translate方法的具体用法?C# GameObject.Translate怎么用?C# GameObject.Translate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.GameObject
的用法示例。
在下文中一共展示了GameObject.Translate方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: BoardHolderInit
void BoardHolderInit()
{
Transform board_holder = holders[(int)(holderID.BOARD)];
if (board_holder == null)
{
board_holder = new GameObject(holderNames[(int)(holderID.BOARD)]).transform;
board_holder.localScale += new Vector3(1.0f / SQUARESIZE_PER_UNIT - 1.0f,
1.0f / SQUARESIZE_PER_UNIT - 1.0f,
0.0f);
board_holder.Translate(new Vector3(
(-rows / 2.0f + 0.5f) * SQUARESIZE_PER_UNIT,
(-columns / 2.0f + 0.5f) * SQUARESIZE_PER_UNIT,
0
));
holders[(int)(holderID.BOARD)] = board_holder;
}
for (int i = (int)holderID.START; i <= (int)holderID.END; i++)
{
// do not add new board holder into the board holder
if (i == (int)holderID.BOARD)
continue;
if (holders[i] == null)
{
holders[i] = new GameObject(holderNames[i]).transform;
holders[i].SetParent(board_holder);
}
}
}
示例2: generateMapAndPlayer
//.........这里部分代码省略.........
}
else if (y == eastGate - 1)
{
instantiateAndAdd(cliffTiles[14], columns, y, holders[(int)(holderID.CLIFF)]);
instantiateAndAdd(cliffTiles[Random.Range(0, 2)], columns + 1, y, holders[(int)(holderID.CLIFF)]);
}
else if (Mathf.Abs(y - (eastGate + 1)) >= 3)
{
instantiateAndAdd(cliffTiles[12 + Random.Range(0, 2)], columns, y, holders[(int)(holderID.CLIFF)]);
rockTilePositions.Add(new Vector3(columns + 1, y, 0));
}
}
// random generation of rock tiles
foreach (Vector3 pos in rockTilePositions)
{
instantiateAndAdd(
rockFloorTiles[Random.Range(0, rockFloorTiles.Length)],
Mathf.FloorToInt(pos.x),
Mathf.FloorToInt(pos.y),
holders[(int)(holderID.CLIFF)]
);
}
// box colliders for the borders
for (int x = 0; x < columns; x++)
{
for (int y = 0; y < rows; y++)
{
if (arrayMap[x + (rows - 1 - y) * columns] == "#")
{
Transform border = new GameObject("collider").transform;
border.SetParent(holders[(int)(holderID.BOARD_COLLIDER)]);
border.Translate(x, y, 0);
border.gameObject.layer = LayerMask.NameToLayer("Object");
border.gameObject.AddComponent<BoxCollider2D>();
}
}
}
if (northGate >= 1 && northGate < columns - 1)
{
for (int x = northGate-1; x <= northGate+1; x += 2)
{
Transform border = new GameObject("collider").transform;
border.SetParent(holders[(int)(holderID.BOARD_COLLIDER)]);
border.Translate(x, rows + 1f, 0);
border.localScale += new Vector3(0, 2.0f, 0);
border.gameObject.layer = LayerMask.NameToLayer("Object");
border.gameObject.AddComponent<BoxCollider2D>();
}
}
if (southGate >= 1 && southGate < columns - 1)
{
for (int x = southGate - 1; x <= southGate + 1; x += 2)
{
Transform border = new GameObject("collider").transform;
border.SetParent(holders[(int)(holderID.BOARD_COLLIDER)]);
border.Translate(x, -2f, 0);
border.localScale += new Vector3(0, 2.0f, 0);
border.gameObject.layer = LayerMask.NameToLayer("Object");
border.gameObject.AddComponent<BoxCollider2D>();
}
}
示例3: Start
/// <summary>
/// Start everything up and get it configured.
/// </summary>
public void Start()
{
try
{
rpmComp = RasterPropMonitorComputer.Instantiate(internalProp, true);
Transform textObjTransform = internalProp.FindModelTransform(transformName);
Vector3 localScale = internalProp.transform.localScale;
Transform offsetTransform = new GameObject().transform;
offsetTransform.gameObject.name = "JSILabel-" + this.internalProp.propID + "-" + this.GetHashCode().ToString();
offsetTransform.gameObject.layer = textObjTransform.gameObject.layer;
offsetTransform.SetParent(textObjTransform, false);
offsetTransform.Translate(transformOffset.x * localScale.x, transformOffset.y * localScale.y, 0.0f);
textObj = offsetTransform.gameObject.AddComponent<JSITextMesh>();
font = JUtil.LoadFont(fontName, fontQuality);
textObj.font = font;
//textObj.fontSize = fontQuality; // This doesn't work with Unity-embedded fonts
textObj.fontSize = font.fontSize;
if (!string.IsNullOrEmpty(anchor))
{
if (anchor == TextAnchor.LowerCenter.ToString())
{
textObj.anchor = TextAnchor.LowerCenter;
}
else if (anchor == TextAnchor.LowerLeft.ToString())
{
textObj.anchor = TextAnchor.LowerLeft;
}
else if (anchor == TextAnchor.LowerRight.ToString())
{
textObj.anchor = TextAnchor.LowerRight;
}
else if (anchor == TextAnchor.MiddleCenter.ToString())
{
textObj.anchor = TextAnchor.MiddleCenter;
}
else if (anchor == TextAnchor.MiddleLeft.ToString())
{
textObj.anchor = TextAnchor.MiddleLeft;
}
else if (anchor == TextAnchor.MiddleRight.ToString())
{
textObj.anchor = TextAnchor.MiddleRight;
}
else if (anchor == TextAnchor.UpperCenter.ToString())
{
textObj.anchor = TextAnchor.UpperCenter;
}
else if (anchor == TextAnchor.UpperLeft.ToString())
{
textObj.anchor = TextAnchor.UpperLeft;
}
else if (anchor == TextAnchor.UpperRight.ToString())
{
textObj.anchor = TextAnchor.UpperRight;
}
else
{
JUtil.LogErrorMessage(this, "Unrecognized anchor '{0}' in config for {1} ({2})", anchor, internalProp.propID, internalProp.propName);
}
}
if (!string.IsNullOrEmpty(alignment))
{
if (alignment == TextAlignment.Center.ToString())
{
textObj.alignment = TextAlignment.Center;
}
else if (alignment == TextAlignment.Left.ToString())
{
textObj.alignment = TextAlignment.Left;
}
else if (alignment == TextAlignment.Right.ToString())
{
textObj.alignment = TextAlignment.Right;
}
else
{
JUtil.LogErrorMessage(this, "Unrecognized alignment '{0}' in config for {1} ({2})", alignment, internalProp.propID, internalProp.propName);
}
}
float sizeScalar = 32.0f / (float)font.fontSize;
textObj.characterSize = fontSize * 0.00005f * sizeScalar;
textObj.lineSpacing = textObj.lineSpacing * lineSpacing;
// "Normal" mode
if (string.IsNullOrEmpty(switchTransform))
{
// Force oneshot if there's no variables:
oneshot |= !labelText.Contains("$&$");
string sourceString = labelText.UnMangleConfigText();
//.........这里部分代码省略.........