返回由 axisName
标识的虚拟轴的值(未应用平滑过滤)。
对于键盘和游戏杆输入,该值将处于 -1...1 的范围内。 由于未对输入进行平滑处理,键盘输入将始终为 -1、0 或 1。 如果您想自己完成键盘输入的所有平滑处理,这非常有用。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { float speed = Input.GetAxisRaw("Horizontal") * Time.deltaTime; transform.Rotate(0, speed, 0); } }
GetAxis 页面详细介绍了 GetAxisRaw 的 axisName
的含义。例如,Horizontal
轴由 Left
和 Right
以及 a
和 d
键管理。可以在 Edit > Settings > Input
窗口中查看其他输入轴。
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