public GameObject objectToCheck; void Start() { HingeJoint[] hingeJoints; hingeJoints = objectToCheck.GetComponents<HingeJoint>(); foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } } } Additional resources: Component, GameObject.GetComponentsInChildren Declarationpub...
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...
To get a component on a different GameObject, useGameObject.Findto get a reference to the other GameObject, and then useGameObject.GetComponenton the other GameObject. using UnityEngine; public class ScriptExample :MonoBehaviour{ void Start() { // Disable the spring on theHingeJointComponent.Hinge...
public struct ExampleManagedSharedComponent : ISharedComponentData, IEquatable<ExampleManagedSharedComponent> { public string Value; // A managed field type public bool Equals(ExampleManagedSharedComponent other) { return Value.Equals(other.Value); } public override int GetHashCode() { return Value.Ge...
PhotonNetwork.RaiseEvent((byte)eventCode, (object)eventContent, (bool)sendReliable, (RaiseEventOptions)options) Remote Procedure Calls,首字母缩写为 RPCs,意为远程过程调用。 二、初始设置 Photon Unity Networking (PUN)真的很容易设置。把 PUN 导入到一个新的项目中,然后 PUN 设置向导就会弹出来,如图 0-1...
通过菜单Component->Physics menu来添加一个碰撞器。 Box Collider盒碰撞器--基本形状是个盒子。 Sphere Collider 球碰撞器--基本形状是个球。 Capsule Collider 胶囊碰撞器--基本形状是个胶囊。 Mesh Collider 网格碰撞器--从物体的网格创建一个碰撞器。不能与其他网格碰撞器相碰撞。
{ get; private set; } // the character we are controlling //目标点 public Transform target; // target to aim for // Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check )...
public static bool IsAlive{ get { if( Instance ==null) return false; return _Instance._alive; } } 最后,任何对象在其自身的OnDestroy()方法中尝试调用单例对象时,必须首先使用 IsAlive 属性来验证状态,然后再调用实例,如下所示: public class SomeComponent :MonoBehaviour{ void onDestroy(){ if(MySi...
Unlike other UI elements, an object with a Toggle Group component does not need to be a child of a Canvas object, although the Toggles themselves still do. 不像其它UI元素,虽然Toggle还是得作为Canvas的子物体,但Toggle Group组件没要求。
(_params) as Dictionary<string,object>; #if UNITY_ANDROID mMsgFromWx = wxDict["_wxappextendobject_extInfo"].ToString(); #elif UNITY_IOS mMsgFromWx = wxDict["messageExt"].ToString(); #endif // 确认是被微信拉起 if (mMsgFromWx.Contains("WeChatLive_ShiPinHao")) { // 将微信的参数设置...