public class findchild : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (Input.GetMouseButtonDown(1)) { //查找物体方法 GameObject go = GameObject.Find("Cube"); //查找子物体,并且将得到的物体转换成gameobject GameObj...
The local active state of this GameObject, which is set using GameObject.SetActive.A locally active GameObject may still be inactive in the scene hierarchy because a parent is not active. Use GameObject.activeInHierarchy if you want to check if the GameObject is actually treated as active in th...
GameObject 是 Unity 中场景的构建块,可充当用于确定 GameObject 外观以及 GameObject 作用的功能组件的容器。 在脚本编写中,GameObject 类提供了允许在代码中使用的方法的集合,包括查找、建立连接和在 GameObject 之间发送消息,以及添加或移除附加到 GameObject 的组件和设置与其在场景中的状态相关的值。
usingUnityEngine;usingUnityEngine.EventSystems;usingUnityEngine.UI;publicclassTest:MonoBehaviour{publicTextupText;publicTextdownText;voidUpdate(){if(Input.touchCount>0){Touchtouch=Input.GetTouch(0);if(touch.phase==TouchPhase.Began){upText.text="TouchPhase.Began IsPointerOverGameObject = "+EventSystem....
private void LateUpdate() { if (m_TargetPlayer == null) return; transform.position = m_offset + TargetPlayer.position; // 这里总是返回false if ( EventSystem.current.IsPointerOverGameObject()) return; if(Input.GetMouseButton(1)) { float h = Input.GetAxis("Mouse X"); float v = - Inpu...
if (!nameDic.IsNull()) nameDic.Clear(); } /// /// 得到Prefab的全路径 /// /// /// <returns></returns> private static string GetPath(Transform childTrans) { string name = childTrans.name; Transform trans = childTrans; while (trans.parent != ...
2.也可以对这个结构单元添加子结构单元:xmlelement.AppendChild(childelement)。 3.如果该结构单元没有子结构了还可以设置它的内容值:xmlelement.InnerText = value. c.更新xml文件( 修改第三个学生的名字为Jack ) public void UpdateXml() { string filepath = "E:/my.xml"; if (File.Exists(filepath)) {...
if (collider.gameObject.tag == "Player") { GameController.Score++; // Create particle system at the game objects position // with no rotation. Instantiate(_smokeEffect, transform.position, Quaternion.identity); // Don’t do: Destroy(this) because "this" // is a script component on a ...
The viewport has aMaskcomponent. The viewport can either be the root GameObject, or a separate GameObject that’s a child to the root. If auto-hiding scrollbars are used, it must be a child. The viewport Rect Transform needs to be referenced in theViewportproperty of the Scroll Rect. ...
Using one of the prime31 plug-ins here to set a live tile is as simple as attaching the code inFigure 3to any GameObject in your scene. The SettingsPane and Tiles class are plug-ins that contain functionality to implement platform-specific code. ...