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Eideren 2 年之前
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共有 1 個文件被更改,包括 40 次插入40 次删除
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      en/manual/stride-for-unity-developers/index.md

+ 40 - 40
en/manual/stride-for-unity-developers/index.md

@@ -20,14 +20,14 @@ For more information about Game Studio, see the [Game Studio](../game-studio/ind
 
 
 Unity® and Stride use mostly common terms, with a few differences:
 Unity® and Stride use mostly common terms, with a few differences:
 
 
-| Unity®  | Stride |
-| ----- | ------- |
-| Hierarchy panel | Entity Tree |
-| Inspector	| Property Grid |
-| Project browser |	Asset View |
-| Scene view | Scene Editor |
-| GameObject | Entity |
-| MonoBehaviour | SyncScript, AsyncScript, StartupScript |
+| Unity®          | Stride                                 |
+|-----------------|----------------------------------------|
+| Hierarchy panel | Entity Tree                            |
+| Inspector       | Property Grid                          |
+| Project browser | Asset View                             |
+| Scene view      | Scene Editor                           |
+| GameObject      | Entity                                 |
+| MonoBehaviour   | SyncScript, AsyncScript, StartupScript |
 
 
 ## Folders and files
 ## Folders and files
 
 
@@ -134,23 +134,23 @@ In Stride, Transform components contain a LocalMatrix and a WorldMatrix that are
 #### Local Position/Rotation/Scale
 #### Local Position/Rotation/Scale
 Stride uses position, rotation, and scale to refer to the local position, rotation, and scale.
 Stride uses position, rotation, and scale to refer to the local position, rotation, and scale.
 
 
-| Unity®  | Stride |
-| ----- | ------- |
-| `transform.localPosition` | `Transform.Position` |
-| `transform.localRotation` | `Transform.Rotation` |
-| `transform.localScale` | `Transform.Scale` |
+| Unity®                       | Stride                       |
+|------------------------------|------------------------------|
+| `transform.localPosition`    | `Transform.Position`         |
+| `transform.localRotation`    | `Transform.Rotation`         |
+| `transform.localScale`       | `Transform.Scale`            |
 | `transform.localEulerAngles` | `Transform.RotationEulerXYZ` |
 | `transform.localEulerAngles` | `Transform.RotationEulerXYZ` |
 
 
 #### World Position/Rotation/Scale
 #### World Position/Rotation/Scale
 In comparison to Unity, many of the Transform component's properties related to its location in the world have been moved to the [WorldMatrix](xref:Stride.Engine.TransformComponent.WorldMatrix).
 In comparison to Unity, many of the Transform component's properties related to its location in the world have been moved to the [WorldMatrix](xref:Stride.Engine.TransformComponent.WorldMatrix).
 
 
-| Unity®  | Stride |
-| ----- | ------- |
-| `transform.position` | `Transform.WorldMatrix.TranslationVector` |
-| `transform.rotation` | N/A |
-| `transform.scale` | N/A |
-| `transform.eulerAngles` | `Transform.WorldMatrix.DecomposeXYZ(out Vector3 rotation)` |
-| `transform.scale` and `transform.position` | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Vector3 translation)` |
+| Unity®                                                            | Stride                                                                                                 |
+|-------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------|
+| `transform.position`                                              | `Transform.WorldMatrix.TranslationVector`                                                              |
+| `transform.rotation`                                              | N/A                                                                                                    |
+| `transform.scale`                                                 | N/A                                                                                                    |
+| `transform.eulerAngles`                                           | `Transform.WorldMatrix.DecomposeXYZ(out Vector3 rotation)`                                             |
+| `transform.scale` and `transform.position`                        | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Vector3 translation)`                          |
 | `transform.scale`, `transform.rotation`, and `transform.position` | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation)` |
 | `transform.scale`, `transform.rotation`, and `transform.position` | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation)` |
 
 
 >[!Note]
 >[!Note]
@@ -161,14 +161,14 @@ To ensure you're reading the latest position and rotation, you should force the
 Unlike Unity, Stride provides a Backward, Left, and Down property.
 Unlike Unity, Stride provides a Backward, Left, and Down property.
 Note that those are matrix properties, so setting one of those is not enough to properly rotate the matrix.
 Note that those are matrix properties, so setting one of those is not enough to properly rotate the matrix.
 
 
-| Unity®  | Stride |
-| ----- | ------- |
-| `transform.forward` | `Transform.WorldMatrix.Forward` |
+| Unity®                   | Stride                           |
+|--------------------------|----------------------------------|
+| `transform.forward`      | `Transform.WorldMatrix.Forward`  |
 | `transform.forward * -1` | `Transform.WorldMatrix.Backward` |
 | `transform.forward * -1` | `Transform.WorldMatrix.Backward` |
-| `transform.right` | `Transform.WorldMatrix.Right` |
-| `transform.right * -1` | `Transform.WorldMatrix.Left` |
-| `transform.up` | `Transform.WorldMatrix.Up` |
-| `transform.up * -1` | `Transform.WorldMatrix.Down` |
+| `transform.right`        | `Transform.WorldMatrix.Right`    |
+| `transform.right * -1`   | `Transform.WorldMatrix.Left`     |
+| `transform.up`           | `Transform.WorldMatrix.Up`       |
+| `transform.up * -1`      | `Transform.WorldMatrix.Down`     |
 
 
 >[!Note]
 >[!Note]
 > See note in [World Position/Rotation/Scale](#world-positionrotationscale)
 > See note in [World Position/Rotation/Scale](#world-positionrotationscale)
@@ -218,12 +218,12 @@ As soon as you add an asset to your project, you can edit its properties in the
 
 
 Like Unity®, Stride supports file formats including:
 Like Unity®, Stride supports file formats including:
 
 
-| Asset type  | Supported formats                                           
-|------|---|
-| Models, animations, skeletons | .dae, .3ds, obj, .blend, .x, .md2, .md3, .dxf, .fbx
-| Sprites, textures, skyboxes   | .dds, .jpg, .jpeg, .png, .gif, .bmp, .tga, .psd, .tif, .tiff
-| Audio  	                 | .wav, .mp3, .ogg, .aac, .aiff, .flac, .m4a, .wma, .mpc
-| Fonts | .ttf, .otf |
+| Asset type                    | Supported formats                                            |
+|-------------------------------|--------------------------------------------------------------|
+| Models, animations, skeletons | .dae, .3ds, obj, .blend, .x, .md2, .md3, .dxf, .fbx          |
+| Sprites, textures, skyboxes   | .dds, .jpg, .jpeg, .png, .gif, .bmp, .tga, .psd, .tif, .tiff |
+| Audio                         | .wav, .mp3, .ogg, .aac, .aiff, .flac, .m4a, .wma, .mpc       |
+| Fonts                         | .ttf, .otf                                                   |
 
 
 For more information about assets, see [Assets](../game-studio/assets.md).
 For more information about assets, see [Assets](../game-studio/assets.md).
 
 
@@ -321,13 +321,13 @@ public override void Update()
 
 
 ## Time
 ## Time
 
 
-| Unity®  | Stride     |
-| ----- |------------|
-| `Time.deltaTime` | `Game.UpdateTime.WarpElapsed.TotalSeconds` |
-| `Time.unscaledDeltaTime` | `Game.UpdateTime.Elapsed.TotalSeconds` |
-| `Time.realtimeSinceStartup` | `Game.UpdateTime.Total.TotalSeconds` |
-| `Time.timeScale` | `Game.UpdateTime.Factor` |
-| `Time.fixedDeltaTime` | `myRigidbodyComponent.Simulation.FixedTimeStep` |
+| Unity®                      | Stride                                          |
+|-----------------------------|-------------------------------------------------|
+| `Time.deltaTime`            | `Game.UpdateTime.WarpElapsed.TotalSeconds`      |
+| `Time.unscaledDeltaTime`    | `Game.UpdateTime.Elapsed.TotalSeconds`          |
+| `Time.realtimeSinceStartup` | `Game.UpdateTime.Total.TotalSeconds`            |
+| `Time.timeScale`            | `Game.UpdateTime.Factor`                        |
+| `Time.fixedDeltaTime`       | `myRigidbodyComponent.Simulation.FixedTimeStep` |
 
 
 ## Physics
 ## Physics