void Start() { HingeJoint hinge = gameObject.GetComponentInChildren(typeof(HingeJoint)) as HingeJoint; if (hinge != null) hinge.useSpring = false; else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren(typeof(HingeJoint), true) as ...
二,destroy all children 删除node的所有子节点 正确的方法: List<GameObject> childList = new List<GameObject> (); int childCount = node.transform.childCount; for (int i=0; i<childCount; i++) { GameObject child=node.transform.GetChild(i).gameObject; childList.Add(child); } for (int i=...
for(int i=0;i<transform.childCount;i++){Transform child=transform.GetChild(i);GameObject childGameObject=child.gameObject;// ...} 获取所有子对象 可以通过递归的方式获取所有子孙游戏对象: 代码语言:javascript 复制 // 递归获取所有子对象voidGetAllChildren(Transform parent,List<Transform>results){foreac...
GetComponentInChildren 如果该组件位于GameObject或任何其子物体上,返回type类组件,使用深度优先搜索 GetComponentsInChildren 如果这些组件位于GameObject或任何它的子物体上,返回type类组件。 GetComponents 返回GameObject上所有type类的组件 CompareTag 该游戏物体被是否被标签为tag? SendMessageUpwards 在该游戏物体的每个MonoB...
Unity中GameObject的父子关系是一对多的,一个父节点可以有多个子节点。这时候GetComponentInChildren函数和GetComponentInParent的行为是深度遍历的,从离当前调用的GameObject最近的父/子节点开始遍历每个GameObject是否含有目标组件,一旦含有,就会把组件进行返回。 3. 一种最佳实践的思路 ...
Unity GetComponentsInChildren 递归 unity协程递归 小屁孩 文章标签unity协程迭代器Time迭代文章分类游戏开发 Coroutine官方解释: 协程是包含可以让出自身执行直到yield指令执行完毕的一个函数。 public Coroutine StartCoroutine(IEnumerator routine) 1. 协程由上面的函数返回, StartCoroutine有一个IEnumerator的参数,从这儿就...
GetComponentInParentRetrieves a reference to a component of type T on the specified GameObject, or any parent of the GameObject. GetComponentsRetrieves references to all components of type T on the specified GameObject. GetComponentsInChildrenRetrieves references to all components of type T on the ...
unity3d:查找子物体,并输出路径,GetComponentsInChildren,递归查找,栈查找 parenttransformunity3d递归源码 分为两步: 1.找到子物体的transform 2.通过child.parent = root,输出路径 立羽 2023/08/24 1K0 UGUI系列-实现层级菜单(Unity3D) gui容器 层级菜单在Unity中用到的并不多,主要是做分类的时候用的比较多,今...
Call AnyFunctionThatTakesAGameObj for GameObject and all of it's children. GetPositiveAngle(float OR Vector3) Ensure an angle in degrees is within 0 - 360 Remap(value, sourceMin, sourceMax, destMin, destMax) Linearly remaps a value from a source range to a desired range ...
public static Vector3 getTargetSizeByRender(GameObject target){ Vector3 vec = Vector3.one; Quaternion localQuaternion = target.transform.rotation; target.transform.rotation = Quaternion.identity; var renders = target.transform.GetComponentsInChildren<Renderer> (); ...