Version: 2021.2
public float x ;

描述

向量的 X 分量。

用于修改或返回向量的 X 分量。

// This script moves a GameObject to a new x position using Vector3.x.
// Attach this script to a GameObject
// Set your x position in the Inspector

using UnityEngine;

public class Examples : MonoBehaviour { Vector3 m_NewPosition; // his is the new X position. Set it in the Inspector. public float m_XPosition;

// Use this for initialization void Start() { // Initialise the vector m_NewPosition = new Vector3(0.0f, 0.0f, 0.0f); }

void Update() { // Press the space key to change the x component of the vector if (Input.GetKeyDown(KeyCode.Space)) { m_NewPosition.x = m_XPosition; } // Change the position depending on the vector transform.position = m_NewPosition; } }

下面是另一个演示如何操作 GameObject 的 x 和 y 位置的示例。只需在播放模式的输入字段中键入 x 和 y 位置。

// Attach this script to a GameObject
// Create two Input Fields in the Scene (Create>UI>Input Field)
// Click on the GameObject and attach both Input Fields in the Inspector window

using UnityEngine; using UnityEngine.UI;

public class ExampleClass : MonoBehaviour { Vector3 m_NewPosition;

// Attach these in the Inspector window public InputField m_InputFieldX, m_InputFieldY;

// These are the strings that are returned from the InputFields string xString, yString;

// These are used when converting the strings to floats float m_XValue, m_YValue;

// Use this for initialization void Start() { // Initialise the vector m_NewPosition = new Vector3(0.0f, 0.0f, 0.0f); }

void Update() { // Store the inputs from the InputFields as strings xString = m_InputFieldX.text; yString = m_InputFieldY.text;

// Convert the strings from the InputFields to floats ConvertStringsToFloats(xString, yString);

// Change the NewPosition Vector's x and y components m_NewPosition.x = m_XValue; m_NewPosition.y = m_YValue;

// Change the position depending on the vector transform.position = m_NewPosition; }

void ConvertStringsToFloats(string XVal, string YVal) { try { // Convert the strings to floats m_XValue = float.Parse(XVal); m_YValue = float.Parse(YVal); } catch{} } }
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