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...
SetActive 调用此方法,传入bool参数(true/false)可以使当前物体显示或者隐藏 AddComponent 为游戏对象添加组件,脚本 CompareTag 调用此方法,传入字符串参数(“TagName”)当前游戏对象的tag值是否为参数TagName,名字一样返回True,反之False。 GetComponent 获取游戏对象的组件,脚本 GetComponentInChildren 返回此游戏对象或者它的...
Finds a child by name n and returns it. If no child with name n can be found, null is returned. If n contains a '/' character it will access the Transform in the hierarchy like a path name. Note: Find does not perform a recursive descend down a Transform hierarchy. Note: Find...
Find Finds a child by name n and returns it. GetChild Returns a transform child by index. GetLocalPositionAndRotation Gets the position and rotation of the Transform component in local space (that is, relative to its parent transform). GetPositionAndRotation Gets the position and rotation of ...
c).GetComponentInParent d).GetCompontents e).GetComponentsInChildren f).GetComponentsInParent g).FindObjectOfType<>()依据组件类型 h).FindObjectsOfType<>() ③Transform: 已知层级:在他的直接孩子中查找 a).Find(string name) b).FindChild(string name) ...
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndexGets the index of the component on its parent GameObject. GetComponentInParentGets a reference to a component of type T on the same...
public static Transform GetChild(Transform parentTF, String childName){ //在子物体中查找 Transform childTF=parentTF.Find(childName); //找到了返回引用 if (childTF!=null){ return childTF; } //将问题交给子物体 int count = parentTF.childCount; ...
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; ...
for (int i = 0; i < transform.childCount; i++) anchors.Add(transform.GetChild(i).position); FixedCurve(); } [ContextMenu("WayPointsFromMesh")] public void WayPointsFromMesh() { MeshFilter meshfilter = GetComponent<MeshFilter>(); ...
publicconststringk_localTransformName ="attach"; // Cached name of this render model for updating componenttransforms at runtime. 渲染模型的名字(或者本地全路径) publicstringrenderModelName {get;privateset; } // If someone knows how to keep these from getting cleaned upevery time ...