Unity MonoBehaviour里的所有Messages消息類和Functions 函数

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Functions 函数

CancelInvoke
Cancels all Invoke calls on this MonoBehaviour.

在当前MonoBehaviour,取消所有Invoke调用

Invoke

Invokes the method methodName in time seconds.

在time秒后,延迟调用方法methodName。

InvokeRepeating

Invokes the method methodName in time seconds, then repeatedly
every repeatRate seconds.
在time秒调用methodName方法,然后每repeatRate秒重复调用。

IsInvoking
Is any invoke on methodName pending?
methodName方法是否在等候调用?

StartCoroutine

Starts a coroutine.
开始协同程序。

StopAllCoroutines

Stops all coroutines running on this behaviour.

停止运行此behaviour上的所有协同程序。

StopCoroutine
Stops all coroutines named methodName running on this behaviour.

停止此behaviour上运行的所有名为methodName的协同程序。
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Message消息
Awake
Awake is called when the script instance is being loaded.

当该脚本实例被载入时Awake被调用。

FixedUpdate
This function is called every fixed framerate frame, if the
MonoBehaviour is enabled.
当MonoBehaviour启用时,其 FixedUpdate 在每一帧被调用。

LateUpdate
LateUpdate is called every frame, if the Behaviour is enabled.

当Behaviour启用时,其LateUpdate在每一帧被调用。

OnAnimatorIK
Callback for setting up animation IK (inverse kinematics).

设置动画的IK回调(反向运动学)。

OnAnimatorMove

Callback for processing animation movements for modifying root
motion.
用于修改根运动处理动画移动的回调。

OnApplicationFocus

Sent to all game objects when the player gets or loses focus.

当玩家获得或失去焦点时发送给所有游戏对象。

OnApplicationPause

Sent to all game objects when the player pauses.

当玩家暂停发送给所有游戏对象。

OnApplicationQuit

Sent to all game objects before the application is quit.

在应用退出之前发送给所有的游戏物体。

OnAudioFilterRead

If OnAudioFilterRead is implemented, Unity will insert a custom
filter into the audio DSP chain.

如果OnAudioFilterRead被执行,Unity将插入一个自定义的过滤器到音频DSP链。

OnBecameInvisible

OnBecameInvisible is called when the renderer is no longer
visible by any camera.
当renderer(渲染器)在任何相机上都不可见时调用OnBecameInvisible。

OnBecameVisible

OnBecameVisible is called when the renderer became visible by any
camera.
当renderer(渲染器)在任何相机上可见时调用OnBecameVisible。

OnCollisionEnter

OnCollisionEnter is called when this collider/rigidbody has begun
touching another rigidbody/collider.

当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionEnter将被调用。

OnCollisionEnter2D

Sent when an incoming collider makes contact with this object’s
collider (2D physics only).
当进入的碰撞器与这个对象的碰撞器接触,发送信息(仅限2D物理)。

OnCollisionExit

OnCollisionExit is called when this collider/rigidbody has
stopped touching another rigidbody/collider.

当此collider/rigidbody停止触发另一个rigidbody/collider时,OnCollisionExit将被调用。

OnCollisionExit2D

Sent when a collider on another object stops touching this
object’s collider (2D physics only).
当另一个对象的碰撞器停止接触这个对象的碰撞器时,发送信息(仅限2D物理)。

OnCollisionStay

OnCollisionStay is called once per frame for every
collider/rigidbody that is touching
rigidbody/collider.
当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionStay将会在每一帧被调用。

OnCollisionStay2D

Sent each frame where a collider on another object is touching
this object’s collider (2D physics only).

当另一个对象的碰撞器每帧接触这个对象的碰撞器时,发送信息(仅限2D物理)。
OnConnectedToServer

Called on the client when you have successfully connected to a
server.
当成功连接到服务器时,在客户端调用。
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OnControllerColliderHit

OnControllerColliderHit is called when the controller hits a
collider while performing a Move.

在移动的时,当controller碰撞到collider时OnControllerColliderHit被调用。

OnDestroy
This function is called when the MonoBehaviour will be destroyed.

当MonoBehaviour将被销毁时,这个函数被调用。

OnDisable
This function is called when the behaviour becomes disabled () or
inactive.
当对象变为不可用或非激活状态时此函数被调用。

OnDisconnectedFromServer

Called on the client when the connection was lost or you
disconnected from the server.
当失去连接或从服务器端断开时在客户端调用。

OnDrawGizmos
Implement OnDrawGizmos if you want to draw gizmos that are also
pickable and always drawn.
如果你想绘制可被点选的gizmos,执行OnDrawGizmos。

OnDrawGizmosSelected

Implement this OnDrawGizmosSelected if you want to draw gizmos
only if the object is selected.
如果你想在物体被选中时绘制gizmos,执行这个函数。

OnEnable

This function is called when the object becomes enabled and
active.
当对象被启用并激活状态时此函数被调用。

OnFailedToConnect

Called on the client when a connection attempt fails for some
reason.
当一个连接因为某些原因失败时在客户端调用。

OnFailedToConnectToMasterServer

Called on clients or servers when there is a problem connecting
to the MasterServer.
当连接MasterServer出现问题时在客户端或服务器端调用。

OnGUI
OnGUI is called for rendering and handling GUI events.
渲染和处理GUI事件时调用。

OnJointBreak
Called when a joint attached to the same game object broke.

当附在同一对象上的关节被断开时调用。

OnLevelWasLoaded

This function is called after a new level was loaded.

当一个新关卡被载入时此函数被调用。

OnMasterServerEvent

Called on clients or servers when reporting events from the
MasterServer.
当报告事件来自MasterServer时在客户端或服务器端调用。

OnMouseDown
OnMouseDown is called when the user has pressed the mouse button
while over the GUIElement or Collider.

当用户鼠标在GUIElement或Collider上点击时OnMouseDown被调用。

OnMouseDrag
OnMouseDrag is called when the user has clicked on a GUIElement
or Collider and is still holding down the mouse.

当用户鼠标在GUIElement或Collider上拖拽时OnMouseDrag被调用 。

OnMouseEnter
OnMouseEnter is called when the mouse entered the GUIElement or
Collider.
当鼠标进入到GUIElement(GUI元素)或Collider(碰撞体)中时调用OnMouseEnter。

OnMouseExit
OnMouseExit is called when the mouse is not any longer over the
GUIElement or Collider.
当用户鼠标不在GUIElement或Collider上时OnMouseExit被调用。

OnMouseOver
OnMouseOver is called every frame while the mouse is over the
GUIElement or Collider.
当用户鼠标在GUIElement或Collider上经过时OnMouseOver被调用。

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OnMouseUp
OnMouseUp is called when the user has released the mouse button.

当用户释放鼠标按钮时调用OnMouseUp。

OnMouseUpAsButton

OnMouseUpAsButton is only called when the mouse is released over
the same GUIElement or Collider as it was pressed.

OnMouseUpAsButton只有当鼠标在同一个GUIElement或Collider按下,在释放时调用。

OnNetworkInstantiate

Called on objects which have been network instantiated with
Network.Instantiate.
当对象使用Network.Instantiate进行网络初始化时调用。

OnParticleCollision

OnParticleCollision is called when a particle hits a collider.

当粒子碰到碰撞器时,OnParticleCollision 被调用。

OnPlayerConnected

Called on the server whenever a new player has successfully
connected.
当一个新玩家成功连接时在服务器上被调用。

OnPlayerDisconnected

Called on the server whenever a player disconnected from the
server.
当一个玩家从服务器上断开时在服务器端调用。

OnPostRender
OnPostRender is called after a camera finished rendering the
scene.
在相机完成场景渲染之后被调用。

OnPreCull
OnPreCull is called before a camera culls the scene.

在相机消隐场景之前被调用。

OnPreRender
OnPreRender is called before a camera starts rendering the scene.

在相机渲染场景之前被调用。

OnRenderImage
OnRenderImage is called after all rendering is complete to render
image.
当完成所有渲染图像后被调用,用来渲染图像后期效果。

OnRenderObject

OnRenderObject is called after camera has rendered the scene.

在相机场景渲染完成后被调用。

OnSerializeNetworkView

Used to customize synchronization of variables in a script
watched by a network view.
在一个网络视图脚本中,用于自定义变量同步。

OnServerInitialized

Called on the server whenever a Network.InitializeServer was
invoked and has completed.
当Network.InitializeServer被调用并完成时,在服务器上调用这个函数。

OnTriggerEnter

OnTriggerEnter is called when the Collider other enters the
trigger.
当Collider(碰撞体)进入trigger(触发器)时调用OnTriggerEnter。

OnTriggerEnter2D

Sent when another object enters a trigger collider attached to
this object (2D physics only).
当另一个对象进入到这个对象附加的触发碰撞器时发送消息(仅2D物理)。

OnTriggerExit
OnTriggerExit is called when the Collider other has stopped
touching the trigger.
当Collider(碰撞体)停止触发trigger(触发器)时调用OnTriggerExit。

OnTriggerExit2D

Sent when another object leaves a trigger collider attached to
this object (2D physics only).
当另一个对象离开附加在这个对象的触发碰撞器时发送消息(仅2D物理)。

OnTriggerStay
OnTriggerStay is called once per frame for every Collider other
that is touching the trigger.
当碰撞体接触触发器时,OnTriggerStay将在每一帧被调用。
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OnTriggerStay2D

Sent each frame where another object is within a trigger collider
attached to this object (2D physics only).

当另一个对象停留在这个对象附加的触发碰撞器内时,每帧发送消息(仅2D物理)。

OnValidate
This function is called when the script is loaded or a value is
changed in the inspector (Called in the editor only).

当该脚本被加载或检视面板的值被修改时,此函数被调用(仅在编辑器被调用)。

OnWillRenderObject

OnWillRenderObject is called once for each camera if the object
is visible.
如果该对象可见,OnWillRenderObject每次会被相机调用。

Reset
Reset to default values.
重设为默认值。

Start
Start is called on the frame when a script is enabled just before
any of the Update methods is called the first time.

Start仅在当第一次脚本启用Update方法被调用之前调用。

Update

Update is called every frame, if the MonoBehaviour is enabled.

当MonoBehaviour启用时,其Update在每一帧被调用。

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