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1、MonoBehaviourInherits from Behaviour繼承自BehaviourMonoBehaviour is the base class every script derives from.MonoBehaviour是每個腳本的基類.Using Javascript every script automatically derives from MonoBehaviour. When using C# or Boo you have to explicitly derive from MonoBehaviour.每個Javascript腳本自動繼承MonoBehaviou

2、r.使用C#或Boo時,需要顯式繼承MonoBehaviour.Note: The checkbox for disabling a MonoBehavior (on the editor) will only prevent Start(), Awake(), Update(), FixedUpdate(), and OnGUI() from executing. If none of these functionsare present, the checkbox is not displayed.注意:MonoBehavior對象(編輯器中)的復(fù)選框,只有在其有Start(), Awak

3、e(), Update(), FixedUpdate(),和OnGUI()函數(shù) 時顯示,沒有這些函數(shù)時則隱藏.(另注:譯者在PC上Windows平臺測試結(jié)果與此注釋所描述情況不符)See Also: The chapter on scripting in the manual.VariablesuseGUILayoutDisabling this lets you skip the GUI layout phase.禁用此項,將會跳過GUILayout部署Functions函數(shù)InvokeInvokes the method methodName in time seconds.根據(jù)時間調(diào)用指

4、定方法名的方法InvokeRepeatingInvokes the method methodName in time seconds.根據(jù)時間調(diào)用指定方法名的方法CancelInvokeCancels all Invoke calls on this MonoBehaviour.取消這個MonoBehaviour上的所有調(diào)用.IsInvokingIs any invoke on methodName pending?某指定函數(shù)是否在等候調(diào)用StartCoroutineStarts a coroutine.開始協(xié)同程序.StopCoroutineStops all coroutines nam

5、ed methodName running on this behaviour.停止這個動作中名為methodName的所有協(xié)同程序.StopAllCoroutinesStops all coroutines running on this behaviour.停止所有動作的協(xié)同程序.Overridable Functions可重載的函數(shù)UpdateUpdate is called every frame, if the MonoBehaviour is enabled.當(dāng)MonoBehaviour啟用時,其Update在每一幀被調(diào)用LateUpdateLateUpdate is called

6、 every frame, if the Behaviour is enabled.當(dāng)MonoBehaviour啟用時,其LateUpdate在每一幀被調(diào)用FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.當(dāng)MonoBehaviour啟用時,其FixedUpdate在每一幀被調(diào)用AwakeAwake is called when the script instance is being loaded.當(dāng)一個腳本實例被載入時Awake被調(diào)用.StartSt

7、art is called just before any of the Update methods is called the first time.Start在Update調(diào)用前被調(diào)用.ResetReset to default values.重置,恢復(fù)到默認(rèn)值.OnMouseEnterOnMouseEnter is called when the mouse entered the GUIElement or Collider.當(dāng)鼠標(biāo)進(jìn)入到GUIElement(GUI組件)或Collider(碰撞體)中時調(diào)用OnMouseEnter.當(dāng)鼠標(biāo)懸浮在GUIElement(GUI組件域Col

8、lider(碰撞體)上時調(diào)用當(dāng)鼠標(biāo)移出GUIElement(GUI組件)或Collider(碰撞體)上時調(diào)用OnMouseExitOnMouseOverOnMouseOver is called every frame while the mouse is over theGUIElement or Collider.OnMouseExitOnMouseExit is called when the mouse is not any longer over theGUIElement or Collider.OnMouseDownOnMouseDown is called when the u

9、ser has pressed the mouse button while over theGUIElement orCollh當(dāng)用戶在GUIElement(GUI組件域Collider(碰撞體)上點(diǎn)擊鼠標(biāo)時調(diào)用OnMouseDownOnMouseUpOnMouseUp is called when the user has released the mouse button.用戶釋放鼠標(biāo)鍵的時候調(diào)用這個OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is s

10、till holding down thmouse.當(dāng)用戶鼠標(biāo)拖拽GUIElement(GUI組件域Collider(碰撞體)時調(diào)用OnMouseDragOnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.當(dāng)Collider(碰撞體)進(jìn)入trigger(觸發(fā)器)時調(diào)用OnTriggerEnter.OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.當(dāng)

11、Collider(碰撞體)移出trigger(觸發(fā)器)時調(diào)用OnTriggerExit.OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.當(dāng)Collider(碰撞體)觸發(fā)trigger(觸發(fā)器)時在每一幀調(diào)用OnTriggerStay.OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another ri

12、gidbody/collider.當(dāng)此collider/rigidbody觸發(fā)另一個rigidbody/collider時,OnCollisionEnter將被調(diào)用.OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.OnMouseOver .OnCollisionStayOnControllerColliderHitOnJointBreakOnParticleCollisionOnBecameVisibleOn

13、BecameInvisibleOnLevelWasLoadedOnEnableOnDisableOnPreCull當(dāng)此collider/rigidbody停止觸發(fā)另一個rigidbody/collider時,OnCollisionExit將被調(diào)用.OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.當(dāng)此collider/rigidbody觸發(fā)另一個rigidbody/collider時,OnCollisionStay將會在每一幀被調(diào)用O

14、nControllerColliderHit is called when the controller hits a collider while performing a Move.當(dāng)controller碰撞到collider時OnControllerHit被調(diào)用.Called when a joint attached to the same game object broke.當(dāng)附在同一對象上的關(guān)節(jié)被斷開時調(diào)用OnParticleCollision is called when a particle hits a collider.當(dāng)粒子碰到collider時被調(diào)用.OnBecameV

15、isible is called when the renderer became visible by any camera.當(dāng)renderer(渲染器)在任何相機(jī)上可見時調(diào)用OnBecameVisible.OnBecameInvisible is called when the renderer is no longer visible by any camera.當(dāng)renderer(渲染器)在任何相機(jī)上都不可見時調(diào)用OnBecameInvisible.This function is called after a new level was loaded.當(dāng)一個新關(guān)卡被載入時此函數(shù)被調(diào)用

16、This function is called when the object becomes enabled and active.當(dāng)對象變?yōu)榭捎没蚣せ顮顟B(tài)時此函數(shù)被調(diào)用This function is called when the behaviour becomes disabled () or inactive.當(dāng)對象變?yōu)椴豢捎没蚍羌せ顮顟B(tài)時此函數(shù)被調(diào)用OnPreCull is called before a camera culls the scene.在相機(jī)剪裁場景之前被調(diào)用OnPreRenderOnPreRender is called before a camera start

17、s rendering the scene.在相機(jī)渲染場景之前被調(diào)用.OnPostRenderOnPostRender is called after a camera finished rendering the scene.在相機(jī)完成場景渲染之后被調(diào)用.OnRenderObjectOnRenderObject is called after camera has rendered the scene.在相機(jī)場景渲染完成后被調(diào)用OnWillRenderObjectOnWillRenderObject is called once for each camera if the object i

18、s visible.如果對象可見每個相機(jī)都會調(diào)用它.OnGUIOnGUI is called for rendering and handling GUI events.渲染和處理GUI事件時調(diào)用.OnRenderImageOnRenderImage is called after all rendering is complete to render image當(dāng)完成所有渲染后被調(diào)用,用來渲染圖片后期效果OnDrawGizmosSelectedImplement this OnDrawGizmosSelected if you want to draw gizmos only if the

19、object is selected.如果你想在物體被選中時繪制gizmos,去實現(xiàn)這個函數(shù)OnDrawGizmosImplement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.如果你想繪制可被點(diǎn)選的gizmos,去實現(xiàn)這個.OnApplicationPauseSent to all game objects when the player pauses.當(dāng)玩家暫停時發(fā)送到所有的游戲物體OnApplicationFocusSent to all game object

20、s when the player gets or looses focus.當(dāng)玩家獲取或失去焦點(diǎn)時發(fā)送給所有游戲物體OnApplicationQuitSent to all game objects before the application is quit.在應(yīng)用退出之前發(fā)送給所有的游戲物體OnPlayerConnectedCalled on the server whenever a new player has successfully connected.當(dāng)一個新玩家成功連接時在服務(wù)器上被調(diào)用OnServerInitializedCalled on the server whene

21、ver a Network.InitializeServer was invoked and has completed.當(dāng)Network.InitializeServer被調(diào)用并完成時,在服務(wù)器上調(diào)用這個函數(shù)OnConnectedToServerCalled on the client when you have successfully connected to a server當(dāng)你成功連接到服務(wù)器時,在客戶端被調(diào)用.OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server

22、.當(dāng)一個玩家從服務(wù)器上斷開時在服務(wù)器端調(diào)用OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.當(dāng)失去連接或從服務(wù)器端斷開時在客戶端調(diào)用OnFailedToConnectCalled on the client when a connection attempt fails for some reason.當(dāng)一個連接因為某些原因失敗時在客戶端調(diào)用OnFailedToConnectToMasterServerCalled on cl

23、ients or servers when there is a problem connecting to the MasterServer.當(dāng)連接主服務(wù)器出現(xiàn)問題時在客戶端或服務(wù)器端調(diào)用OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.當(dāng)報告事件來自主服務(wù)器時在客戶端或服務(wù)器端調(diào)用OnNetworkInstantiateCalled on objects which have been network instantiated with Network.In

24、stantiateOnSerializeNetworkView當(dāng)一個物體使用Network.Instantiate進(jìn)行網(wǎng)絡(luò)初始化時調(diào)用.Used to customize synchronization of variables in a script watched by a network view.在一個網(wǎng)絡(luò)視圖腳本中,用于自定義變量同步Class Functions類函數(shù)printLogs message to the Unity Console. This function is identical toDebug.Log .記錄消息到Unity控制臺.這個函數(shù)和Debug.Log作

25、用相同.Inherited members被繼承的成員Inherited Variables被繼承的變量enabledEnabled Behaviours are Updated, disabled Behaviours are not.啟用時Behaviours會執(zhí)行更新,反之不更新.transformThe Transform attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腡ransform(沒有則為null).rigidbodyThe Rigidbody attached to this Ga

26、meObject (null if there is none attached).附加在本游戲?qū)ο笊系腞igidbody (沒有則為null).cameraThe Camera attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腃amera(沒有則為null).lightThe Light attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腖ight(沒有則為null).animationThe Animati

27、on attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腶nimation(沒有則為null).constantForceThe ConstantForce attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腃onstantForce(沒有則為null).rendererThe Renderer attached to this GameObject (null if there is none attached

28、).附加在本游戲?qū)ο笊系腞enderer(沒有則為null).audioThe AudioSource attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腁udioSource(沒有則為null).guiTextThe GUIText attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腉UIText(沒有則為null).networkViewThe NetworkView attached to this Gam

29、eObject (Read Only). (null if there is none attached)附加在本游戲?qū)ο笊系腘etworkView(只讀)(沒有則為null).guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached)附加在本游戲?qū)ο笊系腉UITexture(只讀)(沒有則為null).colliderThe Collider attached to this GameObject (null if there is none attach

30、ed).附加在本游戲?qū)ο笊系腃ollider(沒有則為null).hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腍ingeJoint(沒有則為null).particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).附加在本游戲?qū)ο笊系腜articleEmitter(沒有則為null) .gameObjectThe gam

31、e object this component is attached to. A component is always attached to a game object.該組件附加的游戲?qū)ο?組件總是附加在一個游戲?qū)ο笊?tagThe tag of this game object.該游戲?qū)ο蟮臉?biāo)簽.nameThe name of the object.該游戲?qū)ο蟮拿?hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?設(shè)置是否隱藏,保存在場景中或被用戶修改.Inher

32、ited Functions被繼承的函數(shù)GetComponentReturns the component of Type type if the game object has one attached, null if it doesnt.返回游戲?qū)ο笊夏愁愋偷慕M件.沒有則返回null.GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.返回游戲?qū)ο蠡蚱渥游矬w上某類型的組件.沒有則返回null.搜素

33、時深度優(yōu)先.GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.返回游戲?qū)ο蠡蚱渥游矬w上所有某類型的組件GetComponentsReturns all components of Type type in the GameObject .返回游戲?qū)ο笊夏愁愋偷乃薪M件.CompareTagIs this game object tagged tag?核對游戲?qū)ο蟮臉?biāo)簽SendMessageUpwardsCalls the method named

34、 methodName on every MonoBehaviour in this game object and on every ancestor of theBehaviour在該游戲?qū)ο蟮乃蠱onoBehaviour上及其父物體上調(diào)用名為methodName的方法,SendMessageCalls the method named methodName on every MonoBehaviour in this game object.在該游戲?qū)ο蟮乃蠱onoBehaviour上調(diào)用名為methodName的方法,BroadcastMessageCalls the method

35、 named methodName on every MonoBehaviour in this game object or any of its children.在該游戲?qū)ο蟮乃蠱onoBehaviour上及其子物體上調(diào)用名為methodName的方法,GetInstancelDReturns the instance id of the object.返回該物體的實例ID.Inherited Class Functions被繼承的類函數(shù)operator boolDoes the object exist?判斷物體是否存在.InstantiateClones the object or

36、iginal and returns the clone.復(fù)制一個物體并返回該備份.DestroyRemoves a gameobject, component or asset.移除一個物體,組件或資源.DestroyImmediateDestroys the object obj immediately. It is strongly recommended to use Destroy instead.立刻銷毀一個物體.建議用Destroy代替之.FindObjectsOfTypeReturns a list of all active loaded objects of Type ty

37、pe.返回找到的所有指定類型的對象.FindObjectOfTypeReturns the first active loaded object of Type type.返回找到的指定類型的第一個對象operator =Compares if two objects refer to the same比較兩個物體是否相同.operator !=Compares if two objects refer to a different object比較兩個物體是否不同.Makes the object target not be destroyed automatically when load

38、ing a new scene.確保目標(biāo)對象在加載新場景時不被自動銷毀MonoBehaviour .useGUILayoutDescriptionDisabling this lets you skip the GUI layout phase.禁用此項,將會跳過GUILayout部署階段It can only be used if you do not use GUI.Window and GUILayout inside of this OnGUI call.它只用于在假如你不用GUI.Window和GUILayout的時候.MonoBehaviour .Invokefunction In

39、voke (methodName : string, time : float) : voidDescriptionInvokes the method methodName in time seconds.根據(jù)時間調(diào)用指定方法名的方法.JavaScript/ Launches a projectile in 2 seconds/ 2秒后發(fā)射炮彈var projectile : Rigidbody ;Invoke(LaunchProjectile, 2);function LaunchProjectile () var instance : Rigidbody = Instantiate(pr

40、ojectile);instance.velocity =Random.insideUnitSphere* 5;MonoBehaviour.InvokeRepeatingfunction InvokeRepeating (methodName :string , time : float, repeatRate : float) : voidDescriptionInvokes the method methodName in time seconds.根據(jù)時間調(diào)用指定方法名的方法After the first invocation repeats calling that function

41、every repeatRate seconds.DontDestroyOnLoad從第一次調(diào)用開始,每隔repeatRate時間調(diào)用一次.JavaScript/ Starting in 2 seconds./ a projectile will be launched every 0.3 seconds/ 2秒后開始/每0.3秒發(fā)射一顆炮彈var projectile : Rigidbody ;InvokeRepeating(LaunchProjectile, 2, 0.3);function LaunchProjectile () var instance : Rigidbody = In

42、stantiate(projectile);instance.velocity =Random.insideUnitSphere* 5;)MonoBehaviour.Cancellnvokefunction Cancellnvoke () : voidDescriptionCancels all Invoke calls on this MonoBehaviour.取消這個MonoBehaviour上的所有調(diào)用.JavaScript/ Starting in 2 seconds./ a projectile will be launched every 0.3 seconds/ 2秒后開始/每

43、0.3秒發(fā)射一顆炮彈var projectile : Rigidbody ;InvokeRepeating(LaunchProjectile, 2, 0.3);/ Cancels the repeating invoke call,/ when the user pressed the ctrl button/當(dāng)用戶按下ctrl鍵取消repeating調(diào)用function Update() if ( Input.GetButton (Firel) CancelInvoke();)function LaunchProjectile () instance = Instantiate(projec

44、tile);instance.velocity = Random.insideUnitSphere * 5;)function CancelInvoke (methodName : string ) : voidDescriptionCancels all Invoke calls with name methodName on this behaviour.取消所有名為methodName的調(diào)用.JavaScript/ Starting in 2 seconds./ a projectile will be launched every 0.3 seconds/ 2秒后開始/每0.3秒發(fā)射一

45、顆炮彈var projectile : Rigidbody ;InvokeRepeating(LaunchProjectile, 2, 0.3);/ Cancels the repeating invoke call,/ when the user pressed the ctrl button/當(dāng)用戶按下ctrl鍵取消repeating調(diào)用function Update() if ( Input.GetButton (Fire1)CancelInvoke(LaunchProjectile);)function LaunchProjectile () instance = Instantiat

46、e(projectile);instance.velocity =Random.insideUnitSphere* 5;)MonoBehaviour.IsInvokingDescriptionIs any invoke on methodName pending?某指定函數(shù)是否在等候調(diào)用.JavaScript/ Instantiates a project after 2 seconds whenSpace key was pressed/ and it will only call the function after the function has ended its execution

47、/按下空格鍵2秒后實例化一個炮彈,在該函數(shù)執(zhí)行完畢之前僅調(diào)用此函數(shù)var projectile : Rigidbody ;function Update() if( Input.GetKeyDown ( KeyCode.Space ) & !IsInvoking(LaunchProjectile)Invoke(LaunchProjectile, 2); )function LaunchProjectile () (var instance : Rigidbody = Instantiate(projectile);instance.velocity = Random.insideUni

48、tSphere * 5; ) function IsInvoking () : boolDescriptionIs any invoke pending on this MonoBehaviour?此MonoBehaviour上是否有調(diào)用在等候.MonoBehaviour .StartCoroutinefunction StartCoroutine (routine : IEnumerator) :CoroutineDescriptionStarts a coroutine.開始協(xié)同程序.The execution of a coroutine can be paused at any poi

49、nt using the yield statement. The yield return value specifies when the coroutine is resumed.Coroutines are excellent when modelling behaviour over several frames. Coroutines have virtually no performance overhead. StartCoroutine functionalways returns immediately, however you can yield the result.

50、This will wait until the coroutine has finished execution.一個協(xié)同程序在執(zhí)行過程中,可以在任意位置使用yield語句.yield的返回值控制何時恢復(fù)協(xié)同程序向下執(zhí)行.協(xié)同程序在 對象自有幀執(zhí)行過程中堪稱優(yōu)秀.協(xié)同程序在性能上沒有更多的開銷.StartCoroutine函數(shù)是立刻返回的,但是yield可以延 遲結(jié)果.直到協(xié)同程序執(zhí)行完畢.When using JavaScript it is not necessary to use StartCoroutine, the compiler will do this for you. Wh

51、en writing C# code you must call StartCoroutine.用javascript不需要添加StartCoroutine,編譯器將會替你完成.但是在C#下,你必須調(diào)用StartCoroutine.JavaScript/ In this example we show how to invoke a coroutine and continue executing/ the function in parallel./此例演示如何調(diào)用協(xié)同程序和它的執(zhí)行function Start() (/ - After 0 seconds, prints Starting

52、0.0/ - After 0 seconds, prints Before WaitAndPrint Finishes 0.0/ - After 2 seconds, prints WaitAndPrint 2.0/先打印Starting 0.0和Before WaitAndPrint Finishes 0.0兩句,2秒后打印WaitAndPrint 2.0 print (Starting + Time.time );/ Start function WaitAndPrint as a coroutine. And continue execution while it is running/

53、 this is the same as WaintAndPrint(2.0) as the compiler does it for you automatically/協(xié)同程序WaitAndPrint在Start函數(shù)內(nèi)執(zhí)行,可以視同于它與Start函數(shù)同步執(zhí)行.StartCoroutine(WaitAndPrint(2.0);print (Before WaitAndPrint Finishes +Time.time );function WaitAndPrint (waitTime : float) / suspend execution for waitTime seconds/暫停執(zhí)

54、行waitTime秒yield WaitForSeconds (waitTime);print (WaitAndPrint + Time.time );Another Example:JavaScript/ In this example we show how to invoke a coroutine and wait until it/ is completed/在這個例子中我們演示如何調(diào)用協(xié)同程序并直到它執(zhí)行完成.function Start() / - After 0 seconds, prints Starting 0.0/ - After 2 seconds, prints Wa

55、itAndPrint 2.0/ - After 2 seconds, prints Done 2.0/ 0秒時打印“Starting 0.0,2秒后打印WaitAndPrint 2.0和Done 2.0print (Starting + Time.time );/ Start function WaitAndPrint as a coroutine. And wait until it is completed./ the same as yield WaitAndPrint(2.0);/運(yùn)行WaitAndPrint直到完成yield StartCoroutine(WaitAndPrint(2

56、.0);print (Done + Time.time );function WaitAndPrint (waitTime : float) / suspend execution for waitTime seconds/等待waitTime秒yield WaitForSeconds (waitTime);print (WaitAndPrint + Time.time );function StartCoroutine (methodName :string, value : object = null) : CoroutineDescriptionStarts a coroutine na

57、med methodName.開始一個叫methodName的協(xié)同程序.In most cases you want to use the StartCoroutine variation above. However StartCoroutine using a string method name allows you to use StopCoroutinewith a specific method name. The downside is that the string version has a higher runtime overhead to start the corou

58、tine and you can pass onlyone parameter很多情況下,我們會用到StartCoroutine的一個變體.使用有字符串方法名的StartCoroutine允許你用StopCoroutine去停 止它.其缺點(diǎn)就是會有較高的性能開銷,而且你只能傳遞一個參數(shù).JavaScript/ In this example we show how to invoke a coroutine using a string name and stop it/這個例子演示如何調(diào)用一個使用字符串名稱的協(xié)同程序并停掉它function Start () StartCoroutine(D

59、oSomething”, 2.0);yield WaitForSeconds (1);StopCoroutine(DoSomething);function DoSomething (someParameter : float) while (true) print(DoSomething Loop);/ Yield execution of this coroutine and return to the main loop until next frame/停止協(xié)同程序的執(zhí)行并返回到主循環(huán)直到下一幀.yield;MonoBehaviour .StopCoroutinefunction St

60、opCoroutine (methodName :string ) : voidDescriptionStops all coroutines named methodName running on this behaviour.停止這個動作中名為methodName的所有協(xié)同程序.Please note that only StartCoroutine using a string method name can be stopped using StopCoroutine.請注意只有StartCoroutine使用一個字符串方法名時才能用StopCoroutine停用之.JavaScript/ I

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