public static class TransformExtension { public static List<Transform> GetChildren(this Transform parent) { List<Transform> children = new List<Transform>(); for (int i = 0; i < parent.childCount; i++) { Transform child = parent.GetChild(i); children.Add(child); } return children; } ...
// 递归获取所有子对象voidGetAllChildren(Transform parent,List<Transform>results){foreach(Transform childinparent){results.Add(child);GetAllChildren(child,results);}}// 用法:List<Transform>allChildren=newList<Transform>();GetAllChildren(transform,allChildren); 总之,transform组件提供了方便获取父对象和...
voidScaleShurikenSystems(float scaleFactor){#ifUNITY_EDITOR//get all shuriken systems we need to do scaling onParticleSystem[]systems=GetComponentsInChildren<ParticleSystem>();for(int index=0;index<systems.Length;index++){ParticleSystem system=systems[index];system.startSpeed*=scaleFactor;system.start...
DetachChildren Unparents all children. Find Finds a child by name n and returns it. GetChild Returns a transform child by index. GetLocalPositionAndRotation Gets the position and rotation of the Transform component in local space (that is, relative to its parent transform). GetPositionAndRotation...
GetComponents (type : Type):根据给定类型得到游戏物体的所有组件对象 GetComponentInChildren (t : Type):获取物体及其子物体的指定类型的组件,仅获取激活的组件。返回深度优先的第一个。 GetComponentsInChildren:返回全部。 CompareTag (tag : string):比较物体或组件的标签与给定标签是否相同。
name = productName; particleSystem = GetComponentInChildren<ParticleSystem>(); particleSystem?.Stop(); particleSystem?.Play(); } } public class ConcreteFactoryA : Factory { [SerializeField] private ProductA productPrefab; public override IProduct GetProduct(Vector3 position) { // 创建一个预制体...
mAtor = GetComponentInChildren<Animator>(); mCv = mAtor.GetFloat("MyCv"); 3、添加一个拖尾特效 在模型骨骼上添加一个空对象TrailSlot,TrailSlot挂一个TrailRender组件,随便创建一个颜色的材质球丢进去,调一下参数,如图: 4、用曲线值控制TrailRender组件的Time值 ...
GetComponentsInChildren<Component>(true);//true表示包含未激活 在窗口上点选或拖拽一个资产来赋值 selectSceneAssets = (SceneAsset)EditorGUILayout.ObjectField(selectSceneAssets, typeof(SceneAsset), false); 输入数字 //方式一 int num; num= EditorGUILayout.IntField(num); //方式二 string input...
GetComponentInChildren Returns the component of Type type in the GameObject or any of its children using depth first search. GetComponentInParent Returns the component of Type type in the GameObject or any of its parents. GetComponents Returns all components of Type type in the GameObject. GetCompo...
getAllComponentsInChildren按钮:获取挂载在父物体parent及其子物体上的所有MeshRenderer组件并将改变它们的材质颜色 getComponentInChildren按钮:从父物体parent开始,进行深度优先遍历,找到MeshRenderer组件并将其材质颜色更改为红色(因父物体上挂载了MeshRenderer,故只有父物体parent改变了颜色) ...