所以,通过Transform可以间接获取到子对象。GetChild()GetChildCount。 1 2 3 4 5 var transform = GetComponent<Transform>(); for (int i = 0; 0 < renderers.Length; i++) { transform.GetChild(i).gameObject.SetActive(true); } 本文会经常更新,请阅读原文:https://blog.walterlv.com/post/unity-st...
遍历的话用foreach会分配一个Enumerator,最好换成for循环配合childCount和GetChild(int index)。另外Uni...
然后Transform.gameObject; ③任意Component: a).Compontent有个公开的成员变量GameObject 二、找组件: ①GameObject: 获取到GameObject–>拿到成员transform–>利用Transform中的方法查找组件 ②Component: a).GetComponent() b).GetComponentInChildren c).GetComponentInParent d).GetCompontents e).GetComponentsInChildre...
“”可以用来指代挂载脚本的物体本身,“..”可以用来指代挂载脚本的物体的父物体,“../..”则是父物体的父物体 也可以通过Transform.parent获取父物体,通过Transform.root获取最上一级的父物体,通过Transform.Getchild()按照子物体的序号获取子物体
Transform childTransform = transform.GetChild(index); 1. 其中,index 是当前 Transform 组件的子对象的索引,从 0 开始。例如,transform.GetChild(0) 表示获取当前 Transform 组件的第一个子对象。 获取到子对象的 Transform 组件之后,可以使用 transform.gameObject 获取该子对象的 GameObject 对象。如果需要获取所有...
gameObject.layer = layer.GetLayerIndex(); foreach (Transform child in gameObject.transform) { SetLayerRecursion(child.gameObject, layer); } } 按索引递归设置当前和所有子节点的层 public static void SetLyaerRecursion(this GameObject gameObject, int layerIndex) ...
TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. DetachChildren Unparents all of the target object's children. Find Finds a child by name n and returns it. GetChild Returns a...
GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to...
//Make child of this object, so we don't clutter up the //scene hierarchy more than necessary. tile.transform.parent = transform; //Also we don't want these to be drawn while doing refraction/reflection passes, //so we'll add the to the water layer for easy filtering. ...
this.transform.GetChild(i); } } GameObject /* GameObject 类 if (GUILayout.Button("添加光组件")) { //创建物体 GameObject ao = new GameObject(); //添加组件 Light light = ao.AddComponent<Light>(); //设置光的颜色 light.color = Color.blue; ...