using UnityEngine; using System.Collections; public class DestroyOther : MonoBehaviour { public GameObject other; void Update () { if(Input.GetKey(KeyCode.Space)) { Destroy(other); } } } 也可以使用destroy命令移除组件,而不是整个游戏对象,为此,在destroy括号中使用GetComponent函数来引用组件。 例:销...
设置对话管理GameObject。 开始谈话。 与对象交互。 在对话期间禁用播放器控制。 步骤: 步骤1.创建一个新场景(File → New Scene). 步骤2.拖动预制件Assets ► Plugins ► Pixel Crushers ► Dialogue System ► Prefabs ► Dialogue Manager进入场景: 步骤3.这个GameObject已经指向了一个基本的对话UI,我们...
The simplest case is where a script on a GameObject needs to access another Component attached to the same GameObject (remember, other scripts attached to a GameObject are also Components themselves). To do this, the first step is to get a reference to the Component instance you want to work...
int moveSpeed = 16; GameObject cube01 = null; GameObject cube02 = null; GameObject myself = null; GameObject another = null; // Use this for initialization void Start () { cube01 = GameObject.Find("Cube01"); cube02 = GameObject.Find("Cube02"); } //OnGUI方法,所有GUI的绘制都需要在...
不论简单的数据表、本地化字典,还是复杂的实体、场景、界面,我们都将使用异步加载。同时,Game Framework 提供了默认的内存管理策略(当然,你也可以定义自己的内存管理策略)。多数情况下,在使用 GameObject 的过程中,你甚至可以不需要自行进行 Instantiate 或者是 Destroy 操作。
1. Create an empty GameObject (right-click in the Hierarchy window, then select Create Empty), and name it “NetworkManager”.选择要展开的图像2. Select NetworkManager, then go to the Inspector window and select Add Component. Select Netcode > NetworkManager from the component list.选择要展开的...
If a false value is saved, that means that the GameObject had already been retrieved and it can disable itself. Another example would be a door saving its state. When the scene is loaded and data is read, it can set itself to the desired state (e.g. open/closed). 将步骤标记为已...
[AssemblyUpdater] Property access to 'UnityEngine.Rigidbody UnityEngine.GameObject::get_rigidbody()' in 'System.Void Test.ClassReferencingObsoleteUnityAPIThroughEditorAssembly::Run()' replaced with 'T UnityEngine.GameObject::GetComponent<UnityEngine.Rigidbody>()'. ...
curPathIndex = path.GetNearistIndex(transform.position); FixedUpdate(); } /// /// switch to another followed path /// /// public void SwitchPath(WayPath newpath) { if (path == newpath) return; if (path != null) path.PathChanged -= Reset; path...
如果你已经用过一段时间的Unity,那么你应该已经很熟悉这个概念了。当你创建一个GameObject时,它上面可能会带有很多个小的组件。例如: MeshFilter用来存储对3D模型的引用 Renderer用来控制模型表面 Transform逐渐存储对象的缩放,旋转和位置 Rigidbody用来于物理模拟系统进行交互 ...