字幕列表 影片播放 列印所有字幕 列印翻譯字幕 列印英文字幕 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.