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 objec
FromComponentInParents - Look up the component by searching the current transform or any parent for the given component type. The current transform here is taken from the object being injected, which must therefore be a MonoBehaviour derived type. Container.Bind<Foo>().FromComponentInParents(); ...
(var item in Catalog) { builder.AddProduct(item.ItemId, ProductType.Consumable); } // Trigger IAP service initialization UnityPurchasing.Initialize(this, builder); } // We are initialized when StoreController and Extensions are set and we are logged in public bool IsInitialized {...
In the case of type interception, the application creates the target object through the API or Unity, then works with that instance. (You can’t create the object directly with the new operator and get type interception.) The target object, however, is not of the original type. The actual...
UGUI在项目开发中的使用就不多做介绍了,本篇文章给大家介绍的是UGUI各种优化效果。 所实现的UGUI效果需求如下: 支持动态缩放循环加载 支持不用Mask遮罩无限循环加载 支持ObjectPool动态加载 支持无限不规则子物体动态加载 支持拖动并点击和拖拽 支持拖动并拖拽 ...
useful if this component is deeply nested[InjectByType(SearchParents=true)]CharacterControllercontroller;// Similar search using tags[InjectByTag("Hitbox")]Collider[]allTaggedHitboxes;// Turning recursive searching off[InjectByTag("Hitbox",Recursive=false)]List<Collider>hitboxesInImmediateChildren;// ...
· Making one or more UI elements not block mouse events by placing a Canvas Group component on the element or one of its parents and setting its Block Raycasts property to false. 让一个或多个UI元素取消鼠标点击事件的屏蔽,在UI上或它的父级物体上加上画布组,把Block Raycasts设为false。
This allows you to avoid annoying <see cref="NullReferenceException"/>s /// by preventing the timer from running and accessessing its parents' components /// after the parent has been destroyed. /// <returns>A timer object that allows you to examine stats and stop/resume progress.</return...
// ParticleSystem ps1 = gameObject.GetComponentInChildren<ParticleSystem> (); // ParticleSystem[] ps2 = gameObject.GetComponentsInChildren<ParticleSystem> (); // ParticleSystem[] ps_parents = gameObject.GetComponentsInParent<ParticleSystem> (); ...
要实现以上效果,我从网上搜索得到部分解决方案链接,但不是完全满足想要的效果,就自己继续改造优化和添加想要的效果,本文最后会附带上完整Demo下载链接。 效果图 缩放循环展示卡牌效果 大量数据无卡顿动态加载,并且支持拖拽、点击和吸附功能 无限无遮罩动态加载