?Vector3
- Vector3.up:即 Vector3(0, 1, 0)
- Vector3.down:即 Vector3(0, -1, 0)
- Vector3.forward:即 Vector3(0, 0, 1)
- Vector3.back:即 Vector3(0, 0, -1)
- Vector3.right:即 Vector3(1,0, 0)
- Vector3.left:即 Vector3(-1, 0, 0)
在 Scene 中畫線(腳本掛給Cube)
void FixedUpdate()
{
Debug.DrawRay(transform.position, Vector3.up * 10, Color.black);//黑色
Debug.DrawRay(transform.position, Vector3.down * 10, Color.blue);//藍(lán)色
Debug.DrawRay(transform.position, Vector3.forward * 10, Color.cyan);//青色
Debug.DrawRay(transform.position, Vector3.back * 10, Color.yellow);//黃色
Debug.DrawRay(transform.position, Vector3.left * 10, Color.magenta);//洋紅
Debug.DrawRay(transform.position, Vector3.right * 10, Color.green);//綠色
}
?結(jié)果
?Transform
- transform.up:即 Vector3.up
- transform.forward:即 Vector3.forward
- transform.right:即 Vector3.right
tranform 是基于自身坐標(biāo)系,而 Vector3 是基于世界坐標(biāo)系。
void FixedUpdate()
{
Debug.DrawRay(transform.position, transform.up * 10, Color.yellow); //黃色
Debug.DrawRay(transform.position, transform.forward * 10, Color.cyan); //青色
Debug.DrawRay(transform.position, transform.right * 10, Color.green); //綠色
Debug.DrawRay(transform.position, Vector3.up * 10, Color.magenta);
Debug.DrawRay(transform.position, Vector3.down * 10, Color.magenta);
Debug.DrawRay(transform.position, Vector3.forward * 10, Color.magenta);
Debug.DrawRay(transform.position, Vector3.back * 10, Color.magenta);
Debug.DrawRay(transform.position, Vector3.left * 10, Color.magenta);
Debug.DrawRay(transform.position, Vector3.right * 10, Color.magenta);
}
效果
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