Translate and Rotate

Проверено с версией:: 4

-

Сложность: Базовая

How to use the two transform functions Translate and Rotate to effect a non-rigidbody object's position and rotation.

Translate and Rotate

Базовая Scripting

TransformFunctions

Code snippet

using UnityEngine;
using System.Collections;

public class TransformFunctions : MonoBehaviour
{
    public float moveSpeed = 10f;
    public float turnSpeed = 50f;
    
    
    void Update ()
    {
        if(Input.GetKey(KeyCode.UpArrow))
            transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
        
        if(Input.GetKey(KeyCode.DownArrow))
            transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
        
        if(Input.GetKey(KeyCode.LeftArrow))
            transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);
        
        if(Input.GetKey(KeyCode.RightArrow))
            transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
    }
}
#pragma strict

public var moveSpeed : float = 10f;
public var turnSpeed : float = 50f;


function Update ()
{
    if(Input.GetKey(KeyCode.UpArrow))
        transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
    
    if(Input.GetKey(KeyCode.DownArrow))
        transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
    
    if(Input.GetKey(KeyCode.LeftArrow))
        transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);
    
    if(Input.GetKey(KeyCode.RightArrow))
        transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
}
import UnityEngine
import System.Collections


public class TransformFunctions(MonoBehaviour):

    public moveSpeed as single = 10.0F

    public turnSpeed as single = 50.0F

    
    
    private def Update():
        if Input.GetKey(KeyCode.UpArrow):
            transform.Translate(((Vector3.forward * moveSpeed) * Time.deltaTime))
        
        if Input.GetKey(KeyCode.DownArrow):
            transform.Translate((((-Vector3.forward) * moveSpeed) * Time.deltaTime))
        
        if Input.GetKey(KeyCode.LeftArrow):
            transform.Rotate(Vector3.up, ((-turnSpeed) * Time.deltaTime))
        
        if Input.GetKey(KeyCode.RightArrow):
            transform.Rotate(Vector3.up, (turnSpeed * Time.deltaTime))

Связанные обучающие материалы

Дополнительная документация

  • Transform (Справка по скриптам)
  • Translate (Справка по скриптам)
  • Rotate (Справка по скриптам)
  • AddForce (Справка по скриптам)
  • AddTorque (Справка по скриптам)

Scripting

  1. Scripts as Behaviour Components
  2. Variables and Functions
  3. Conventions and Syntax
  4. IF Statements
  5. Loops
  6. Scope and Access Modifiers
  7. Awake and Start
  8. Update and FixedUpdate
  9. Vector Maths
  10. Enabling and Disabling Components
  11. Activating GameObjects
  12. Translate and Rotate
  13. Look At
  14. Linear Interpolation
  15. Destroy
  16. GetButton and GetKey
  17. GetAxis
  18. OnMouseDown
  19. GetComponent
  20. Delta Time
  21. Data Types
  22. Classes
  23. Instantiate
  24. Arrays
  25. Invoke
  26. Enumerations
  27. Switch Statements
  1. Properties
  2. Ternary Operator
  3. Statics
  4. Method Overloading
  5. Generics
  6. Inheritance
  7. Polymorphism
  8. Member Hiding
  9. Overriding
  10. Interfaces
  11. Extension Methods
  12. Namespaces
  13. Lists and Dictionaries
  14. Coroutines
  15. Quaternions
  16. Delegates
  17. Attributes
  18. Events
  1. Introduction to ECS
  2. Introduction to the Entity Component System and C# Job System
  3. ECS Overview
  4. Implementing Job System
  5. Implementing ECS
  6. Using the Burst Compiler
  1. Building a Custom Inspector
  2. The DrawDefaultInspector Function
  3. Adding Buttons to a Custom Inspector
  4. Unity Editor Extensions – Menu Items
  5. An Introduction to Editor Scripting
  6. Creating a Spline Tool
  7. Getting Started with IK
  1. Simple Clock
  2. MonoDevelop's Debugger
  3. Unity Editor Extensions – Menu Items
  4. Creating Meshes
  1. Mastering Unity Project Folder Structure - Version Control Systems
  1. Installation and Setup of Visual Studio
  2. Editing Your Game Code with Visual Studio
  3. Debugging Unity games in Visual Studio
  1. Scripting Primer and Q&A
  2. Scripting Primer and Q&A - Continued
  3. Scripting Primer and Q&A - Continued (Again)
  4. Persistence - Saving and Loading Data
  5. Object Pooling
  6. Introduction to Scriptable Objects
  7. How to communicate between Scripts and GameObjects
  8. Coding in Unity for the Absolute Beginner
  9. Sound Effects & Scripting
  10. Editor Scripting Intro
  11. Writing Plugins
  12. Property Drawers & Custom Inspectors
  13. Events: Creating a simple messaging system
  14. Ability System with Scriptable Objects
  15. Character Select System with Scriptable Objects
  16. Creating Basic Editor Tools
  1. Intro and Setup
  2. Data Classes
  3. Menu Screen
  4. Game UI
  5. Answer Button
  6. Displaying Questions
  7. Click To Answer
  8. Ending The Game and Q&A
  1. Intro To Part Two
  2. High Score with PlayerPrefs
  3. Serialization and Game Data
  4. Loading Game Data via JSON
  5. Loading and Saving via Editor Script
  6. Game Data Editor GUI
  7. Question and Answer
  1. Overview and Goals
  2. Localization Data
  3. Dictionary, JSON and Streaming Assets
  4. Localization Manager
  5. Startup Manager
  6. Localized Text Component
  7. Localized Text Editor Script
  8. Localization Q&A
  1. Introduction and Session Goals
  2. Particle Launcher
  3. Particle Collisions
  4. ParticleLauncher Script
  5. Particle Collisions and Scripting
  6. Random Particle Colors
  7. Drawing Decals with Particles
  8. Collecting Particle Information For Display
  9. Displaying Particles Via Script
  10. Droplet Decals
  11. Questions and Answers
  1. Introduction and Goals
  2. Project Architecture Overview
  3. Creating Rooms
  4. Creating Exits
  5. Text Input
  6. Reacting To String Input
  7. Input Actions And The Delegate Pattern
  8. Questions and Answers
  1. Introduction and Goals
  2. Project Architecture and Review
  3. Displaying Item Descriptions
  4. Examining Items
  5. Taking Items
  6. Displaying Inventory
  7. Action Responses
  8. Preparing The Use Item Dictionary
  9. Creating The Use Action
  10. Questions and Answers