public static void FindGameObjectsWithTagRecursive(this Transform obj, string tag, ref List<Transform> transList) { foreach (var item in obj.transform.GetChildCollection()) { // 如果子对象还有子对象,则再对子对象的子对象进行递归遍历 if (item.childCount > 0) { item.FindGameObjectsWithTagRecur...
private GameObject prefab; private Transform prefabParent; //使用构造函数构造对象池 public BufferPool(GameObject obj,Transform parent,int count) { prefab = obj; pool = new Queue<GameObject>(count); prefabParent = parent; for (int i = 0; i < count; i++) { GameObject objClone = GameObject...
public Component GetComponent(Type type); public Component GetComponentInChildren(Type t, bool includeInactive); public Component GetComponentInParent(Type t, bool includeInactive); 当然,这些接口也有其他的变体,这里只关注这三个常用的接口,因为查找行为和GameObject.Find有些类似,这里就一并总结了。 GetCompon...
函数定义: public Component GetComponentInParent(Type t) public T GetComponentInParent<T>(); 函数参数: 1.t:要检索的Component类型函数返回值: 1.Component:匹配类型的组件(如果找到)。 1. 2. 3. 4. 5. 6. 7. 8. Component.GetComponents:返回GameObject中Type类型的所有组件。函数定义: public Component...
string[] dependencies = AssetDatabase.GetDependencies(assetPath, m_Recursive);//获取文件依赖项 foreach(stringdependindependencies) { if(targetPath == depend) { //查找到依赖资源targetPath的对象 resultList.Add(assetPath); } } } if(resultList.Count == 0) { ...
GameObject.GetComponentInParent Method UnityEngine added 4.5.0 HeaderAttribute Class UnityEngine added 4.5.0 HingeJoint2D.jointAngle Property UnityEngine added 4.5.0 HingeJoint2D.jointSpeed Property UnityEngine added 4.5.0 HingeJoint2D.limitState Property UnityEngine added 4.5.0 HingeJoint2D.referenceAngl...
Scripting: Introduced DisallowMultipleComponentAttribute for disallowing multiple components of the same type being added to a single GameObject. Scripting: Add UnityEngine.ISerializationCallbackReceiver interface, to get a callback right before serialisation and right after deserialization. ...
uGUI: Fixed memory leak when textures get reparented from one scene to another. (UUM-33852) Version Control: Fixed 'Texture2D' does not contain a definition for 'ignoreMipmapLimit' error when installing Unity Version Control on previous Unity Editor Versions Fixed sign in dialog style when ...
Static function GetAssetPath(asset: Objct):string\ 描述:返回一个资源的路径名 与EditonUityFindAssent相反 参见:GetAssentPath函数 ◆ Function GetDsconnectedPrefabParent(source: Object):Object 描述:返回source最后链接到游戏物体父,如果没有返回null
Note that the second way will help if you plan on using Asset Bundles as you can then create bundles per content themes just by adding the parent folder to a specific bundle and easily splitting your related assets through different bundles. Prototype folders Keep everything that is related to...