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unity3d官方汽车教程的翻译版本car3
“The Car Tutorial” Part 3 Creating a Racing Game for Unity 在Unity中创建赛车游戏 Part 3: Under the Hood 引擎盖之下 We’ve covered how to assemble a working car from a 3d model, scripts and built-in Components. We have also looked at the exposed variables and how they can be used to tweak the car’s behavior. 我们已经介绍了如何从3D模型、脚本和内建的组件开始组装一辆可以工作的汽车,我们也 看到披露出的变量和它们怎么被用来调整汽车的行为。 Now it’s about time we look more in-depth at the fine mechanics inside the engine of the car - The Car-script. 现在是时候我们来更深入的看看汽车引擎内的完美机械--汽车脚本。 ? Double click on the Car.js script to open it with your code editor. 双击Car.js脚本并在你的代码编辑器中打开它。 This script can at first glance be a little intimidating, spanning 500+ lines of codes and comments, and a lot of variables and functions. Don’t despair though. The script is structured so that we have relatively small functions with meaningful names, that does exactly what they say they do. Following this, the code is not littered with comments that explains everything again - simply because the code is telling it’s own story. 这个脚本乍一看可能有点吓人,超过500行的代码和注释,并且有许多变量和函数。但不 要绝望。脚本已经被结构化了以便我们能得到一些相对小的且具有有意义的名字的函数,这 正是它们想说和想做的,在此之后,代码就不会到处都是再次解释每一件事情的注释了-- 很简单由代码来告诉我们它们的内容。 The way we suggest you to look at it is to find the best entry points and then follow along. In this case these entry points will be the Start(), Update() and FixedUpdate() functions. 方法是我们建议你找到一个最好的切入点,然后展开,这本例中这些切入点将会是Start(), Update() 和FixedUpdate()函数。 Each of these “main” functions are calling other functions. So when we begin by looking at the Start() function, we see that the first function called is SetupWheelColliders(). Locate that function in the code and study what it does, and then go back to Start() and go to the next function which is SetupCenterOfMass(). By following this code trail you get the overview over what is actually happening in code, that makes the car work the way it does. 每一个“main”函数都是用来调用其他函数的,所以当我们开始看Start()函数时,我 们看到调用的第一个函数是SetupWheelColliders(),在代码中寻找那个函数并学习它是如 何做的,然后返回Start()函数继续下一个函数S
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