UnityEngine API 大纲 (三)接口、枚举、属性
2018-02-27 23:42
886 查看
2018/3/7 更新
UnityEngine 命名空间下
Interface
Attributes
Enumerations
2D
动画相关枚举
全局设置相关
音频相关枚举
摄像机相关枚举
物理相关枚举
颜色相关枚举
设备相关
网络相关
粒子系统枚举
贴图相关枚举
视频相关
IMGUI相关枚举
文字相关
灯光与光照贴图
程序性xxx
LineRenderer & TrialRenderer
UGUI & Sprite
触摸屏
其他
IExposedPropertyTable
ILogger
ILogHandler
ISerializationCallbackReceiver
AssemblysEditorAssembly
BeforeRenderOrder
ColorUsage
ContextMenu
ContentMenuItem
CreateAssetMenu
CustomGridBrush
Delayed
DisallowMultiple
ExecuteInEdit
GUITarget
Header
HelpURL
HideInInspector
ImageEffectAfterScale
ImageEffectAllowdInSceneView
ImageEffectOpaque
ImageEffectTransformsToLDR
Multiline
PreferBinarySerialization
Property
Range
RequireComponent
RPC
RuntimeInitializeOnLoadMethod
SelectionBase
SerializeField
ShadredBetweenAnimators
Space
TextArea
Tooltip
UnityAPICompatibilityVersion
EffectorSlection2D
AnimationCullingType
AnimatorControllerParameterType
AnimatorCullingMode
AnimatorRecorderMode
AnimatorUpdateMode
AvatarIKGoal
AvatarIKHint
AvatarMaskBodyPart
AvatarTarget
BlendWeights (How many bones affect each vertex. See Also: QualitySettings.blendWeights.)
HumanBodyBones(人类骨骼)
PlayMode(Animation.Play停止某个层/所有层的动画)
QueueMode(Used by Animation.Play function.CompleteOthers、PlayNow)
WrapMode(动画片段或动画曲线的循环模式)
SkinQuality(一个顶点最多受到几个骨骼的影响SkinnedMeshRRenderer.quality)
ApplicationInstallMode(应用程序通过什么方式安装)
ApplicationSandboxType
FogMode
(RenderSettings.fogMode, Lighting Window.)
ThreadPriority(线程优先级,Application.backgroundLoadingPriority)
SystemLanguage(系统语言)
IMECompositionMode(应该是指输入法 Auto、On、Off)
ShadowmaskMode
(QualitySettings.ShadowmaskMode和QualitySettings.shadowDistance)
ShadowProjection (QualitySettings)
ShadowQuality(QualitySettings.shadows和Light.shadows)
ShadowResolution(QualitySettings.shadowResolution…)
RenderingPath(摄像机的渲染路径)(重点)
LocationServiceStatus(描述定位服务状态 Stopped、Initializing、Running、Failed)
OperatingSystemFamily(SystemInfo.operatingSystemFamily操作系统)
UserAuthorization (Constants to pass to Application.RequestUserAuthorization.请求授权)
StackTraceLogType (Stack trace logging options.See Also: Application.stackTraceLogType.)
AudioCompressiongFormat
AudioDataLoadState
AudioReverbPreset
AudioRolloffMode
AudioSourceCurveType
AudioSpeakerMode
AudioType
AudioVelocityUpdateMode
(Camera.clearFlags,determining what to clear when rendering a Camera.)
CameraType
(Describes different types of camera.)
StereoTargetEyeMask (Enum values for the Camera’s targetEye property.)
ClusterInputType
CollisionDetectionMode
CollisionDectectionMode2D
CollisionFlags
ConfigurableJointMotion
RotationDriveMode(控制ConfigurableJoint的旋转方式)
ForceMode
ForceMode2D
JointDriveMode
JointLimitState2D
JointProjectionMode
PhysicMaterialCombine(物理材质的合并)
RigidbodyConstraints
RigidbodyConstraints2D
RigidbodyInterpolation
RigidbodyInterpolation2D
RigidbodySleepMode2D
RigidbodyType2D
WindZoneMode
QueryTriggerInteraction(Overrides the global Physics.queriesHitTriggers.)
ColorSpace (颜色空间) (用于PlayerSettings.colorSpace AtlasSettings.colorSpace)
ComputeBufferType(貌似用于HLSL shader、compute shader)
ConnectionTesterStatus(网络)
CursorLockMode
CursorMode
GradientMode(选择如何评估梯度 Blend、Fixed)
(Enumeration for SystemInfo.batteryStatus which represents the current status of the device’s battery.)
DeviceOrientation(设备朝向)
DeviceType(设备类型)
NetworkDisconnection
NetworkLigLevel
NetworkPeerType
NetworkReachability
NetworkStateSynchronization
MasterServerEvent
RPCMode
ParticleSystemAnimationMode
ParticleSystemAnimationType
ParticleSystemCollisionMode
ParticleSystemCollisionQuality
ParticleSystemCollisionType
ParticleSystemCurveMode
ParticleSystemCustomData
ParticleSystemCustomDataMode
…………..还有一堆的粒子系统相关枚举
CustomRenderTextureInitializationSource
(指定custom RenderTextrue的初始化)
CustomRenderTextureUpdateMode
(Frequency of update or initialization of a Custom Render Texture.)
(custom RenderTexture的初始化或更新的频率)
CustomRenderTextureUpdateZoneSpace
(Space in which coordinates are provided for Update Zones.)
DepthTextureMode
DetailRenderMode
FilterMode
(Filtering mode for textures. Corresponds to the settings in a texture inspector.)(Texture.filterMode)
TextureCompressionQuality
TextureFormat
TextureWrapMode
RenderTextureCreationFlags
RenderTextureFormat
RenderTextureMemoryless
RenderTextureReadWrite
MaterialGlobalIlluminationFlags
NPOTSupport(对NPOT贴图的支持程度)
FullScreenMovieScalingMode
(Types of modifier key that can be active during a keystroke event.)
(See also : Event GUI Scripting Guide)
EventType(IMGUI事件类型)
FocusType
(Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls.)
ImagePosition(GUIStyle)
ScaleMode(GUI.DrawTexture)
(Font Style applied to GUI Texts, Text Meshes or GUIStyles.)
(Normal、Bold、Italic、BoldAndItalic)
(不仅仅用于IMGUI)
HorizontalWrapMode(文字超出边界之后的处理)(不仅IMGUI)
LightmapsMode
LightmapsModeLegacy
LightRenderMode(How the light is rendererd. Auto、ForcePixel、ForceVertex)
LightShadows()
LightType
MixedLightingMode(灯光)
ProceduralLoadingBehaviour
ProceduralOutputType
ProceduralProcessorUsage
ProceduralPropertyType
(Control the direction lines face, when using the LineRenderer or TrailRenderer. View、Local)
LineTextureMode(Choose how textures are applied to Lines and Trails.)
SpriteDrawMode
SpriteMaskInteraction
SpriteMeshType
SpritePackingMode
SpritePackingRotation
SpriteTileMode
TextAlignment
TextAnchor
TextClipping
RenderMode(Canvas的渲染模式)
AdditionalCavasShaderChannels(貌似是UI)
VerticalWrapMode(Wrapping modes for text that reaches the vertical boundary.)
TouchScreenKeyboardType(触摸屏键盘类型)
TouchType(触摸类型:direct、indirect、stylus手写笔)
DrivenTransformProperties
DurationUnit
FFTWindow (频谱分析窗口类型,使用此功能可以减少跨频段的信号泄漏)
HideFlags
(Bit mask that controls object destruction, saving and visibility in inspectors.)
(不太明白,但应该是个挺有意思的东西)
KeyCode(键盘字母)
LODFadeMode
(The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.)
LogType(Error、Assert、Warning、Log、Exception)
MeshColliderCookingOptions
MeshTopology
MotionVectorGenerationMode (???)
PrimitiveType(内置的几何体)
RuntimeInitializeLoadType(和 [RuntimeInitializeOnLoadMethod] 有关、场景加载细节)
RuntimePlatform(由Application.platform返回)(SystemInfo.xx)
Note: The difference between using RuntimePlatform and Platform dependent Compilation is that using RuntimePlatform is evaluated at runtime while Platform dependent Compilation is evaluated at compile time. So if you can use platform dependent compilation, don’t hesitate to use it. In most cases, you can get the same functionality using both, and using the defines will produce smaller and faster code, as you don’t need to check at runtime. There are some cases where RuntimePlatform is needed at runtime.
ScreenOrientation(屏幕朝向 还有个设备朝向 DeviceOrientation)
SendMessageOptions(发送消息)
Space(World、Self)
TerrianChangedFlags
TizenActivityIndicatorStyle(游戏加载时显示的提示,Tizen是特殊的操作系统)
TransparencySortMode
VRTextureUsage
UnityEngine 命名空间下
Interface
Attributes
Enumerations
2D
动画相关枚举
全局设置相关
音频相关枚举
摄像机相关枚举
物理相关枚举
颜色相关枚举
设备相关
网络相关
粒子系统枚举
贴图相关枚举
视频相关
IMGUI相关枚举
文字相关
灯光与光照贴图
程序性xxx
LineRenderer & TrialRenderer
UGUI & Sprite
触摸屏
其他
Interface
ICanvasRaycastFilterIExposedPropertyTable
ILogger
ILogHandler
ISerializationCallbackReceiver
Attributes
AddComponentMenuAssemblysEditorAssembly
BeforeRenderOrder
ColorUsage
ContextMenu
ContentMenuItem
CreateAssetMenu
CustomGridBrush
Delayed
DisallowMultiple
ExecuteInEdit
GUITarget
Header
HelpURL
HideInInspector
ImageEffectAfterScale
ImageEffectAllowdInSceneView
ImageEffectOpaque
ImageEffectTransformsToLDR
Multiline
PreferBinarySerialization
Property
Range
RequireComponent
RPC
RuntimeInitializeOnLoadMethod
SelectionBase
SerializeField
ShadredBetweenAnimators
Space
TextArea
Tooltip
UnityAPICompatibilityVersion
Enumerations
2D
EffectorForceMode2D (The mode used to apply Effector2D forces.)EffectorSlection2D
动画相关枚举
AnimationBlendModeAnimationCullingType
AnimatorControllerParameterType
AnimatorCullingMode
AnimatorRecorderMode
AnimatorUpdateMode
AvatarIKGoal
AvatarIKHint
AvatarMaskBodyPart
AvatarTarget
BlendWeights (How many bones affect each vertex. See Also: QualitySettings.blendWeights.)
HumanBodyBones(人类骨骼)
PlayMode(Animation.Play停止某个层/所有层的动画)
QueueMode(Used by Animation.Play function.CompleteOthers、PlayNow)
WrapMode(动画片段或动画曲线的循环模式)
SkinQuality(一个顶点最多受到几个骨骼的影响SkinnedMeshRRenderer.quality)
全局设置相关
AnisotropicFiltering(QualitySettings.anisotropicFiltering.)public enum AnisotropicFiltering { Disable, Enable, ForceEnable }
ApplicationInstallMode(应用程序通过什么方式安装)
using System; namespace UnityEngine { public enum ApplicationInstallMode { Unknown, Store, DeveloperBuild, Adhoc, Enterprise, Editor } }
ApplicationSandboxType
public enum ApplicationSandboxType { Unknown, NotSandboxed, Sandboxed, //Application is running in a sandbox SandboxBroken }
FogMode
(RenderSettings.fogMode, Lighting Window.)
public enum FogMode { Linear = 1, Exponential, ExponentialSquared }
ThreadPriority(线程优先级,Application.backgroundLoadingPriority)
SystemLanguage(系统语言)
IMECompositionMode(应该是指输入法 Auto、On、Off)
ShadowmaskMode
(QualitySettings.ShadowmaskMode和QualitySettings.shadowDistance)
ShadowProjection (QualitySettings)
ShadowQuality(QualitySettings.shadows和Light.shadows)
ShadowResolution(QualitySettings.shadowResolution…)
RenderingPath(摄像机的渲染路径)(重点)
LocationServiceStatus(描述定位服务状态 Stopped、Initializing、Running、Failed)
OperatingSystemFamily(SystemInfo.operatingSystemFamily操作系统)
UserAuthorization (Constants to pass to Application.RequestUserAuthorization.请求授权)
StackTraceLogType (Stack trace logging options.See Also: Application.stackTraceLogType.)
音频相关枚举
AudioClipLoadTypeAudioCompressiongFormat
AudioDataLoadState
AudioReverbPreset
AudioRolloffMode
AudioSourceCurveType
AudioSpeakerMode
AudioType
AudioVelocityUpdateMode
摄像机相关枚举
CameraClearFlags(Camera.clearFlags,determining what to clear when rendering a Camera.)
public enum CameraClearFlags { Skybox = 1, Color, SolidColor = 2, Depth, Nothing }
CameraType
(Describes different types of camera.)
namespace UnityEngine { [Flags] public enum CameraType { Game = 1, //普通的游戏用的相机 SceneView = 2, //Editor用于渲染scene view的相机 Preview = 4, //Editor用于渲染preview的相机 VR = 8, //Editor用于渲染VR Reflection = 16 //用于渲染Reflection Probes的相机 } }
StereoTargetEyeMask (Enum values for the Camera’s targetEye property.)
物理相关枚举
CapsuleDirection2DClusterInputType
CollisionDetectionMode
CollisionDectectionMode2D
CollisionFlags
ConfigurableJointMotion
RotationDriveMode(控制ConfigurableJoint的旋转方式)
ForceMode
ForceMode2D
JointDriveMode
JointLimitState2D
JointProjectionMode
PhysicMaterialCombine(物理材质的合并)
RigidbodyConstraints
RigidbodyConstraints2D
RigidbodyInterpolation
RigidbodyInterpolation2D
RigidbodySleepMode2D
RigidbodyType2D
WindZoneMode
QueryTriggerInteraction(Overrides the global Physics.queriesHitTriggers.)
颜色相关枚举
ColorGamut (颜色范围)(sRGB、Rec709、Rec2020….)ColorSpace (颜色空间) (用于PlayerSettings.colorSpace AtlasSettings.colorSpace)
public enum ColorSpace { Uninitialized = -1, Gamma, Linear }
ComputeBufferType(貌似用于HLSL shader、compute shader)
ConnectionTesterStatus(网络)
CursorLockMode
public enum CursorLockMode { None, //未定义其行为 Locked, //游戏窗口中心 Confined //限制在窗口内 }
CursorMode
public enum CursorMode { Auto, ForceSoftware }
GradientMode(选择如何评估梯度 Blend、Fixed)
设备相关
BatteryStatus(电池)(Enumeration for SystemInfo.batteryStatus which represents the current status of the device’s battery.)
public enum BatteryStatus { Unknown, Charging, Discharging, NotCharging, Full }
DeviceOrientation(设备朝向)
DeviceType(设备类型)
网络相关
NetworkConnectionErrorNetworkDisconnection
NetworkLigLevel
NetworkPeerType
NetworkReachability
NetworkStateSynchronization
MasterServerEvent
RPCMode
粒子系统枚举
ParticleRenderModeParticleSystemAnimationMode
ParticleSystemAnimationType
ParticleSystemCollisionMode
ParticleSystemCollisionQuality
ParticleSystemCollisionType
ParticleSystemCurveMode
ParticleSystemCustomData
ParticleSystemCustomDataMode
…………..还有一堆的粒子系统相关枚举
贴图相关枚举
CubemapFace(立方体贴图的面,用于 Cubemap.GetPixel 和 Cubemap.SetPixel)CustomRenderTextureInitializationSource
(指定custom RenderTextrue的初始化)
public enum CustomRenderTextureInitializationSource { TextureAndColor, //用一个Texture乘以一个颜色来初始化 Material //用一个Material来初始化 }
CustomRenderTextureUpdateMode
(Frequency of update or initialization of a Custom Render Texture.)
(custom RenderTexture的初始化或更新的频率)
public enum CustomRenderTextureUpdateMode { OnLoad, //初始化/更新只在加载时触发一次,然后之后可以用脚本触发 Realtime, //初始化/更新每帧都发生 OnDemand //只在脚本触发时初始化/更新 }
CustomRenderTextureUpdateZoneSpace
(Space in which coordinates are provided for Update Zones.)
public enum CustomRenderTextureUpdateZoneSpace { Normalized, //左上角(0,0),右下角(1,1) Pixel //左上角(0,0),右下角(width,height) }
DepthTextureMode
DetailRenderMode
FilterMode
(Filtering mode for textures. Corresponds to the settings in a texture inspector.)(Texture.filterMode)
TextureCompressionQuality
TextureFormat
TextureWrapMode
RenderTextureCreationFlags
RenderTextureFormat
RenderTextureMemoryless
RenderTextureReadWrite
MaterialGlobalIlluminationFlags
NPOTSupport(对NPOT贴图的支持程度)
视频相关
FullScreenMovieControlMode(视频)FullScreenMovieScalingMode
IMGUI相关枚举
EventModifiers(Types of modifier key that can be active during a keystroke event.)
(See also : Event GUI Scripting Guide)
EventType(IMGUI事件类型)
FocusType
(Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls.)
ImagePosition(GUIStyle)
ScaleMode(GUI.DrawTexture)
文字相关
FontStyle(Font Style applied to GUI Texts, Text Meshes or GUIStyles.)
(Normal、Bold、Italic、BoldAndItalic)
(不仅仅用于IMGUI)
HorizontalWrapMode(文字超出边界之后的处理)(不仅IMGUI)
灯光与光照贴图
LightmapBakeType()LightmapsMode
LightmapsModeLegacy
LightRenderMode(How the light is rendererd. Auto、ForcePixel、ForceVertex)
LightShadows()
LightType
MixedLightingMode(灯光)
程序性xxx
ProceduralCacheSizeProceduralLoadingBehaviour
ProceduralOutputType
ProceduralProcessorUsage
ProceduralPropertyType
LineRenderer & TrialRenderer
LineAlignment(Control the direction lines face, when using the LineRenderer or TrailRenderer. View、Local)
LineTextureMode(Choose how textures are applied to Lines and Trails.)
UGUI & Sprite
SpriteAlignmentSpriteDrawMode
SpriteMaskInteraction
SpriteMeshType
SpritePackingMode
SpritePackingRotation
SpriteTileMode
TextAlignment
TextAnchor
TextClipping
RenderMode(Canvas的渲染模式)
AdditionalCavasShaderChannels(貌似是UI)
using System; namespace UnityEngine { [Flags] public enum AdditionalCanvasShaderChannels { None = 0, TexCoord1 = 1, TexCoord2 = 2, TexCoord3 = 4, Normal = 8, Tangent = 16 } }
VerticalWrapMode(Wrapping modes for text that reaches the vertical boundary.)
触摸屏
TouchPhase(手指触摸状态)TouchScreenKeyboardType(触摸屏键盘类型)
TouchType(触摸类型:direct、indirect、stylus手写笔)
其他
AndroidActivityIndicatorStyleDrivenTransformProperties
DurationUnit
FFTWindow (频谱分析窗口类型,使用此功能可以减少跨频段的信号泄漏)
HideFlags
(Bit mask that controls object destruction, saving and visibility in inspectors.)
(不太明白,但应该是个挺有意思的东西)
KeyCode(键盘字母)
LODFadeMode
(The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.)
LogType(Error、Assert、Warning、Log、Exception)
MeshColliderCookingOptions
MeshTopology
MotionVectorGenerationMode (???)
PrimitiveType(内置的几何体)
RuntimeInitializeLoadType(和 [RuntimeInitializeOnLoadMethod] 有关、场景加载细节)
RuntimePlatform(由Application.platform返回)(SystemInfo.xx)
Note: The difference between using RuntimePlatform and Platform dependent Compilation is that using RuntimePlatform is evaluated at runtime while Platform dependent Compilation is evaluated at compile time. So if you can use platform dependent compilation, don’t hesitate to use it. In most cases, you can get the same functionality using both, and using the defines will produce smaller and faster code, as you don’t need to check at runtime. There are some cases where RuntimePlatform is needed at runtime.
ScreenOrientation(屏幕朝向 还有个设备朝向 DeviceOrientation)
SendMessageOptions(发送消息)
Space(World、Self)
TerrianChangedFlags
TizenActivityIndicatorStyle(游戏加载时显示的提示,Tizen是特殊的操作系统)
TransparencySortMode
VRTextureUsage
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