Визуализирует спрайт для 2D графики.
//This example outputs Sliders that control the red green and blue elements of a sprite's color //Attach this to a GameObject and attach a SpriteRenderer component
using UnityEngine;
public class Example : MonoBehaviour { SpriteRenderer m_SpriteRenderer; //The Color to be assigned to the Renderer’s Material Color m_NewColor;
//These are the values that the Color Sliders return float m_Red, m_Blue, m_Green;
void Start() { //Fetch the SpriteRenderer from the GameObject m_SpriteRenderer = GetComponent<SpriteRenderer>(); //Set the GameObject's Color quickly to a set Color (blue) m_SpriteRenderer.color = Color.blue; }
void OnGUI() { //Use the Sliders to manipulate the RGB component of Color //Use the Label to identify the Slider GUI.Label(new Rect(0, 30, 50, 30), "Red: "); //Use the Slider to change amount of red in the Color m_Red = GUI.HorizontalSlider(new Rect(35, 25, 200, 30), m_Red, 0, 1);
//The Slider manipulates the amount of green in the GameObject GUI.Label(new Rect(0, 70, 50, 30), "Green: "); m_Green = GUI.HorizontalSlider(new Rect(35, 60, 200, 30), m_Green, 0, 1);
//This Slider decides the amount of blue in the GameObject GUI.Label(new Rect(0, 105, 50, 30), "Blue: "); m_Blue = GUI.HorizontalSlider(new Rect(35, 95, 200, 30), m_Blue, 0, 1);
//Set the Color to the values gained from the Sliders m_NewColor = new Color(m_Red, m_Green, m_Blue);
//Set the SpriteRenderer to the Color defined by the Sliders m_SpriteRenderer.color = m_NewColor; } }
adaptiveModeThreshold | The current threshold for Sprite Renderer tiling. |
color | Визуализация цвета спрайта. |
drawMode | The current draw mode of the Sprite Renderer. |
flipX | Зеркально отражает спрайт по оси X. |
flipY | Зеркально отражает спрайт по оси Y. |
maskInteraction | Specifies how the sprite interacts with the masks. |
size | Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced. |
sprite | Спрайт для визуализации. |
tileMode | The current tile mode of the Sprite Renderer. |
gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
tag | Тег данного игрового объекта. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
allowOcclusionWhenDynamic | Controls if dynamic occlusion culling should be performed for this renderer. |
bounds | The bounding volume of the renderer (Read Only). |
enabled | Makes the rendered 3D object visible if enabled. |
isPartOfStaticBatch | Has this renderer been statically batched with any other renderers? |
isVisible | Is this renderer visible in any camera? (Read Only) |
lightmapIndex | Индекс карты освещения, примененной при визуализации. |
lightmapScaleOffset | The UV scale & offset used for a lightmap. |
lightProbeProxyVolumeOverride | If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. |
lightProbeUsage | The light probe interpolation type. |
localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). |
material | Returns the first instantiated Material assigned to the renderer. |
materials | Returns all the instantiated materials of this object. |
motionVectorGenerationMode | Specifies the mode for motion vector rendering. |
probeAnchor | Если установлено, Renderer будет использовать позицию Transform's, чтобы найти интерполированные светопробы. |
realtimeLightmapIndex | Индекс карты освещения, примененной при визуализации. |
realtimeLightmapScaleOffset | The UV scale & offset used for a realtime lightmap. |
receiveShadows | Does this object receive shadows? |
reflectionProbeUsage | Should reflection probes be used for this Renderer? |
renderingLayerMask | Determines which rendering layer this renderer lives on. |
shadowCastingMode | Does this object cast shadows? |
sharedMaterial | The shared material of this object. |
sharedMaterials | All the shared materials of this object. |
sortingLayerID | Unique ID of the Renderer's sorting layer. |
sortingLayerName | Name of the Renderer's sorting layer. |
sortingOrder | Renderer's order within a sorting layer. |
worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). |
BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
CompareTag | Помечен ли данный игровой объект тегом tag? |
GetComponent | Возвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен. |
GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
GetComponents | Возвращает все компоненты типа type в GameObject. |
GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
GetClosestReflectionProbes | Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. |
GetPropertyBlock | Get per-Renderer or per-Material property block. |
HasPropertyBlock | Returns true if the Renderer has a material property block attached via SetPropertyBlock. |
SetPropertyBlock | Lets you set or clear per-renderer or per-material parameter overrides. |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
OnBecameInvisible | OnBecameInvisible is called when the object is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the object became visible by any camera. |