下面的代码:
Debug.LogWarning("updating scale fix, scalefactor: "+scaleFactor+" - Current scale is: "+cell.transform.localScale.x);
cell.transform.localScale.Set (scaleFactor,scaleFactor,scaleFactor);
Debug.LogWarning("Scale after fix: " + cell.transform.localScale.x);
产生以下输出:
updating scale fix, scalefactor: 0.9 - Current scale is 0.8921105
UnityEngine.Debug:LogWarning(Object)
Scale after fix: 0.8921105
UnityEngine.Debug:LogWarning(Object)
有任何想法吗?我只是假设,由于这些事情接二连三地发生,所以规模应该更新。或者在一帧完成后发生这种情况?
任何帮助表示赞赏。
localScale 是一个属性,因此它返回真实 localScale 的副本(Vector3 是一个结构体)
尝试cell.transform.localScale = new Vector3 (scaleFactor, scaleFactor, scaleFactor);
or cell.transform.localScale = Vector3.one * scaleFactor;
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