gameObject.name : ""); return GameObject.FindObjectsOfType<GameObject>().Select(x => new ValueDropdownItem(getPath(x.transform), x)); } private static IEnumerable GetAllScriptableObjects() { return UnityEditor.
Unity [踩坑记] - GameObject.activeSelf == false 时,对相关部分组件设置属性无效的 BUG,程序员大本营,技术文章内容聚合第一站。
Another unexpected cause of heap allocations can be found in the functions GameObject.name or GameObject.tag. Both of these are accessors that return new strings, which means that calling these functions will generate garbage. Caching the value may be useful, but in this case there is a relate...
工作逻辑:Unity中的GameObject链接需要的Entity,Entity链接加载System功能,System处理功能/逻辑,增删改查Component数据。 特点: 1、功能与数据分开,每个功能之间互相并不会收到干扰,可灵活增加编写功能,可灵活链接或者解绑功能。 2、只要GameObject包含的Entity中有该功能,那么GameObject就有该功能 举例:有一个System的功能...
To avoid this issue, MonoBehaviours on UIs that will be disabled in this manner should not directly implement Unity’s lifecycle callbacks, but should instead receive their callbacks from a “Callback Manager” MonoBehaviour on the UI’s root GameObject. This “Callback Manager” can be informed...
2、在InventoryWindow下创建空GameObject并命名Container,赋予Grid LayOut 插件 3、给InventoryWindow添加InventoryUI组件,插件将自动添加WindowUI也就是通用窗口辅助插件 4、添加拖拽功能组件DraggableWindow,这样窗口就有了拖拽功能了 至此简单的点击I键可以打开和关闭的装备窗口做好了 总结 最后总结下实现通用窗口的三个类...
string name = Lua.lua_tostring(L,1); var go = new GameObject(name); //创建一个userdata,代表gameObject实例 var udptr = Lua.lua_newuserdata(L,(uint)4); return 1; } 1. 2. 3. 4. 5. 6. 7. 8. 注意到我们使用了一个新的api -lua_newuserdata. ...
{handle=Addressables.LoadAssetAsync<GameObject>(address);handle.Completed+=Handle_Completed;}// Instantiate the loaded prefab on completeprivatevoidHandle_Completed(AsyncOperationHandle<GameObject>operation){if(operation.Status==AsyncOperationStatus.Succeeded){Instantiate(operation.Result,transform);}else{Debug....
ToString Returns the name of the GameObject. GetClosestReflectionProbes 重みを持つ最も近い反射プローブの配列を返します。重みはプローブがレンダラーでどのくらい影響するかを示しています。反射プローブが発生する間のブレンドにもこの値が使用されます。 GetMaterials このオブジェクトのすべ...
}//计算按钮的点击事件voidButtonClick(GameObject button) { Debug.Log("GameObject"+button.name); } 3 NGUI事件相关源码分析 3.1 事件注册 UIEventListener.Get(gameObject).onClick =ButtonClick;//1、获取GameObject对应的UIEventListener的组件staticpublicUIEventListener Get (GameObject go) ...