Component class in UnityEngine / Inherits from:Object / Implemented in:UnityEngine.CoreModule Leave feedback Description Base class for everything attached to a GameObject. Note that your code will never directly create a Component. Instead, you write script code, and attach the script to a Ga...
publicstaticvoidCopyComponentHandler(Type componentType, GameObject fromGameObject, GameObject toGameObject) { RemoveComponentHandler(toGameObject, componentType);//查找需要复制的 ComponentComponent needCopyComponent =null;foreach(varcomponentinfromGameObject.GetComponents<Component>()) {if(component.GetType() ...
01-Unity下的Transform组件 Transform组件 02-Transform类包含的属性 // 获得当前Transform的子Transform的个数 childCount
[ContextMenu("WayPointsFromChildren")] public void WayPointsFromChildren() { anchors.Clear(); for (int i = 0; i < transform.childCount; i++) anchors.Add(transform.GetChild(i).position); FixedCurve(); } [ContextMenu("WayPointsFromMesh")] public void WayPointsFromMesh() { MeshFilter mesh...
继承自unity.object的类 数组和List 注意: 字典不能通过添加Serializable属性进行序列化 如果一个类基类不能被序列化,那它即便添加了序列化特性也无法被序列化 序列化不能保存另一个要反序列化的对象指针,因为反序列化是new一个新的对象,指针指向的内存将不会是原对象 ...
(GameObject parent,string childName){if(parent.name==childName){returnparent;}if(parent.transform.childCount<1){returnnull;}GameObject obj=null;for(int i=0;i<parent.transform.childCount;i++){GameObject go=parent.transform.GetChild(i).gameObject;obj=FindChildGameObject(go,childName);if(obj!=...
It is better to use GetComponent with a Type instead of a string for performance reasons. Sometimes you might not be able to get to the type however, for example when trying to access a C# script from Javascript. In that case you can simply access the component by name instead of type....
这个问题的一个常见解决方案是实现一个类似于单例的组件--它提供静态方法来授予全局访问权,在任何给定时间只允许MonoBehaviour的一个实例存在下面是 SingletonComponent类的定义: using UnityEngine; public class SingletonComponent<T> : MonoBehaviour where T : SingletonComponent<T>{ private static _TInstance; prot...
public static GamelogicsingletonComponent Instance { get( return((GameLogicsingletoncomponent)_Instance);} set(_Instance=value;) } List<IUpdateable> updateable0bjects = new list<IUpdateable>(); public void RegisterUpdateableobject (IUpdateable obj){ ...
gat.GetComponent(typeof(Follow))) ObjectFactory.AddComponent<Follow>(gat); Object ga = gat.GetComponent<Follow>(); CreatePresetAsset(ga, ga.name); } public static void CreatePresetAsset(UnityEngine.Object source, string name) { Preset preset = new Preset(source); AssetDatabase.CreateAsset(...