## 字幕列表 影片播放

• 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

• Objects are listed from A to Z order,

而列表上的物件從A到Z進行排序

• 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

• 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

• 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

• 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

• 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

• 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

• 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)

• 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)

• 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

• the position (0, 0, 0).

現在角色座標變成 (-5, -1, -5)

• 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

• 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

• is then the position of the parent object, the cube.

移動和縮放也適用同樣的原理

• Now the character's position is said to be (-5, -1, -5).

直到物件不在擁有父子關係

• 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

• 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

• 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

• 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

• 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

• and scaling.

你也可以使用修飾碼(T:)對物件的類別進行搜尋

• 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

• 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)

• 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

• 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

• 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

• 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

• 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

• 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

• 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

• You can also make use of the modifier T: in order to search for types of object.

• Type here being considered as one of the objects components.

• For example if I search for T:Light

• there is only one light in my current scene,

• one on the end of the players gun.

• And if I search for T: Audio Source

• I'll be narrowed down to 3 objects,

• the only ones in the scene that happen to have audio source components attached to them.

• When searching in this way, the bottom of the hierarchy shows the path to the object that you've found.

• Damage audio source being the one I have selected,

• Player being it's parent and Cube being the parent of that object.

• This means that when cancelling the search you can easily see where your object is.

• It will also remain selected and the parent objects of that object will be expanded to show where it's located.

The Hierarchy in Unity is a complete list of any object in your open scene.

# 層次結構和父子關係--Unity官方教程 (The Hierarchy and Parent-child relationships - Unity Official Tutorials)

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burst 發佈於 2021 年 01 月 14 日