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C# Transform.ToString方法代码示例

本文整理汇总了C#中UnityEngine.Transform.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# Transform.ToString方法的具体用法?C# Transform.ToString怎么用?C# Transform.ToString使用的例子?那么, 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UnityEngine.Transform的用法示例。


在下文中一共展示了Transform.ToString方法的1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: BindTo

 /// <summary>
 /// Parents (target) to this camera, and offsets the camera a size-dependent distance from the target.
 /// </summary>
 public void BindTo(Transform target)
 {
     Debug.Log("CameraController: binding to target " + target.ToString());
     Renderer targetMesh = target.GetComponentInChildren<Renderer>();
     //make the target our parent
     transform.parent = target;
     //if the target has a mesh, we can setup a displacement vector
     if (targetMesh != null)
     {
         Debug.Log("CameraController.BindTo: found mesh " + targetMesh.name);
         //since we want the target on the bottom left side of the screen,
         //we want a displacement vector with positive x, positive y, and negative z
         //Debug.Log ("CameraController.BindTo: mesh bounds = " + targetMesh.bounds.size);
         //calculate a number representing the horiz to vert proportions
         Vector3 boundsSize = targetMesh.bounds.size;
         float meshAspectRatio = boundsSize.x / boundsSize.y;
         Vector3 scaledMeshSize = boundsSize * DisplaceFactor;
         DisplaceVec = Vector3.zero;//targetMesh.bounds.extents * displaceFactor;
         //bounds should always be positive, so we only need to negate the z component
         DisplaceVec.x = scaledMeshSize.x * DisplaceHorizFactor;
         //DisplaceVec.z = scaledMeshSize.z * -DisplaceDepthFactor;//scaledMeshSize.z * -DisplaceDepthFactor;
         //DisplaceVec.z = scaledMeshSize.z * -DisplaceDepthFactor;//scaledMeshSize.z * -DisplaceDepthFactor;
         //the x displacement of the camera should put the camera at a 33 degree angle to give a nice offset to the 3rd person view
         DisplaceVec.z = -Mathf.Abs(DisplaceVec.x / (Mathf.Tan(DisplaceAngle * Mathf.Deg2Rad))) * DisplaceDepthFactor;
         DisplaceVec.y = scaledMeshSize.y * DisplaceVertFactor;//(DisplaceVertFactor / Mathf.Pow(scaledMeshSize.y, 2)); /// 2.0f;// * meshAspectRatio * DisplaceVertFactor;
         //Debug.Log ("CameraController.BindTo: displacement vec = " + DisplaceVec.ToString());
     }
     //otherwise, just place the camera at the target's center
     else
     {
         DisplaceVec = Vector3.zero;
     }
     //setup our new positions - first reset the camera's local position so rotations don't distort the new displacement,
     cam.transform.localPosition = Vector3.zero;
     transform.localPosition = Vector3.zero;
     //then set our rotation and displace the camera by the vector we calculated
     transform.rotation = target.rotation;
     cam.transform.localPosition = DisplaceVec;
 }
开发者ID:eliot2,项目名称:kopykat-ggj14,代码行数:42,代码来源:CameraController.cs


注:本文中的UnityEngine.Transform.ToString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。