上述代码中,类型是AnotherScript,也可以调用GetComponent来访问 虽然GetComponent最常用于访问其他脚本,但它也用于访问API未公开的其他组件 注意:GetComponent会占用大量处理能力所以应该尽量减少调用,最好是在Awake或Start函数中调用或仅在首次需要时调用一次 20.Delta Time (什么是Delta Time,如何在游戏中将其用于对值进行...
This script allows you to play a random sound chosen from a list of user-assigned clips. You can see it being used to control different sounds on the Ellen prefab (check under the SoundSources child GameObject of Ellen). For example, looking at FootstepSource, you can see that it defines...
AI代码解释 using System;using System.IO;using System.Linq;using System.Text;using UnityEngine;using System.Collections.Generic;using Unity.LiveCapture.Networking;using Unity.LiveCapture.Networking.Discovery;namespace Unity.LiveCapture.CompanionApp{[CreateAssetMenu(menuName="Live Capture/Server")]publicclassL...
Sync Assets From Another Database 从另一个数据库同步资产 如果你使用多个对话数据库,你可能想要在一个数据库中定义所有的角色,在另一个数据库中定义所有的任务,等等。 然后可以配置对话数据库,从这些数据库中提取元素。 为此,在选项卡的菜单中从DB中选择Sync。然后选择要同步元素的源数据库。 你可以添加更多的...
Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
public bool isLooping = true; public int curPathIndex { get; private set; } // The progress round the route, used in smooth mode. private int pathLength = 0;//total index count // setup script properties private void Start()
public class PopupExample : PopupWindowContent { bool toggle1 = true; bool toggle2 = true; bool toggle3 = true; public override Vector2 GetWindowSize() { return new Vector2(200, 150); } public override void OnGUI(Rect rect) { GUILayout.Label("Popup Options Example", EditorStyles.bold...
bool 如果发现任何交叉点,则返回 true。 描述 沿射线投射盒体并返回有关命中对象的详细信息。 //Attach this script to a GameObject. Make sure it has a Collider component by clicking the Add Component button. Then click Physics>Box Collider to attach a Box Collider component. //This script create...
Sync Assets From Another Database 从另一个数据库同步资产 如果你使用多个对话数据库,你可能想要在一个数据库中定义所有的角色,在另一个数据库中定义所有的任务,等等。 然后可以配置对话数据库,从这些数据库中提取元素。 为此,在选项卡的菜单中从DB中选择Sync。然后选择要同步元素的源数据库。
// Removes this script instance from the game object //从游戏物体删除该脚本实例 Destroy (this); // Removes the rigidbody from the game object //从游戏物体删除刚体 Destroy (rigidbody); // Kills the game object in 5 seconds after loading the object ...