字幕列表 影片播放
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The Hierarchy in Unity is a complete list of any object in your open scene.
階層(Hierarchy)用來顯示場景所有物件的列表
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Objects are listed from A to Z order,
而列表上的物件從A到Z進行排序
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but it is also possible to create hierarchies of objects
除此之外也可以建立物件的內部結構 結構一樣會從A到Z排序
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which are in turn listed in A to Z order.
物件的內部結構就是把物件群組 最上層的物件稱為父物件
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Hierarchies of objects mean that they are grouped, with the top most object being called the Parent Object
而其他的則稱為子物件
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and the rest being referred to as Children or Child objects.
子物件會根據他們的父物件改變數值
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These objects then have their transform values based upon that of their parent object.
舉例來說, 當一個物件不屬於任何群組時 它的座標是取決於它和世界原點之間的距離
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For example the position of an object when loose in the hierarchy
但當它成為群組的一員時 它的座標則是取決於父物件的座標
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is based on it's distance from the world origin, or zero point.
在這個範例裡, 角色物件的座標在場景的原點 即是座標位置(0, 0, 0)
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But when this object is made a child of another object it's position is relative to that of it's parent.
同時另外一個方體物件在座標 (5, 1, 5)
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In this example the character object is at the origin of the 3D scene,
但當角色物件成為方體物件的子物件時 它的原點會變成父物件的座標
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the position (0, 0, 0).
現在角色座標變成 (-5, -1, -5)
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And there is a cube object at position (5, 1, 5).
這是它和方體物件(父物件)間的距離 所以這就成為它的座標
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But when the character object is made a child of the cube - it's origin, or zero point,
而當啟用支點旋轉時,旋轉的軸心會以 父物件為主,而非自己的支點
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is then the position of the parent object, the cube.
移動和縮放也適用同樣的原理
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Now the character's position is said to be (-5, -1, -5).
直到物件不在擁有父子關係
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This being the distance from the cube object, it's parent and therefore it's origin position.
階層裡還包括建立鈕與搜尋欄
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We can also see that with Pivot Point Rotation enabled
建立鈕的功能如同主功能表上的Create Other
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the rotation is now based on the parent object
讓你快速的在階層裡建構各種不同的物件
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rather than rotating around it's own axis.
階層的搜尋與場景的搜尋功能相仿 讓你裡用物件名稱來搜尋物件
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The same then applies to movement,
場景視圖會將搜尋結果以外的物件變灰 讓你容易看見搜尋的物件
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and scaling.
你也可以使用修飾碼(T:)對物件的類別進行搜尋
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And this will apply until that object is no longer a child.
所輸入的類別為物件上的元件類別
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Other features of the hierarchy are the Create button
舉例來說 如果我要搜尋擁有光源元件的物件(T:Light)
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and Search field.
因為場景內只有一個光源元件 所以階層內所顯示的只有光源元件相關的槍
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The create button on the hierarchy acts as a mirror of the Game Object - Create Other top menu
但如果我搜尋音效相關的元件(T:Audio Source) 階層內顯示出三個物件
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and this will allow you to create various different things that you will need to construct your games in Unity.
搜尋結果這三個物件 是都擁有音效元件的物件
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Whilst the search field works in a similar way to the search field in the Scene view,
當使用修飾碼搜尋時 階層的下方會顯示結果物件的路徑位置
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allowing you to narrow down objects using their name.
傷害音效是我目前所點選的物件 角色是它的父物件而方體是整個物件的父物件
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The scene view then reacts by greying out other objects
所以當取消搜尋後 你可以很容易看到該物件的位置
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allowing you to see the object you've searched for more easily.
其父物件的結構會展開並顯示它的位置
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You can also make use of the modifier T: in order to search for types of object.
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Type here being considered as one of the objects components.
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For example if I search for T:Light
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there is only one light in my current scene,
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one on the end of the players gun.
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And if I search for T: Audio Source
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I'll be narrowed down to 3 objects,
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the only ones in the scene that happen to have audio source components attached to them.
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When searching in this way, the bottom of the hierarchy shows the path to the object that you've found.
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Damage audio source being the one I have selected,
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Player being it's parent and Cube being the parent of that object.
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This means that when cancelling the search you can easily see where your object is.
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It will also remain selected and the parent objects of that object will be expanded to show where it's located.