我有一个脚本Planet.cs,类似: using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Planet : MonoBehaviour { public string Name { get; set; } } 在一个自定义函数中,我需要生成多个行星,所以我创建了一个新的GameObject,我添加了组件Planet (我...
GetComponents返回 GameObject 中类型为 type 的所有组件。 GetComponentsInChildren返回 GameObject 或其任何子项中类型为 type 的所有组件。 GetComponentsInParent返回 GameObject 或其任何父项中类型为 type 的所有组件。 SendMessage调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。
I have two GameObject, a door and the trigger. each GameObject has a script in each one, the trigger has PlayerDoorTrigger.js detects if the player enters the trigger. While the door has doorMove.js opens the door when clicked on. I'm having a problem getting the boolean from PlayerDoo...
public class GameObjectPool : MonoBehaviour { //内部容器,用于存入缓存的对象 private Dictionary<string, List<GameObject>> cache = new Dictionary<string, List<GameObject>>(); /// <summary> /// 生产物体 /// </summary> public GameObject CreateObject(string key, GameObject go, Vector3 position, Q...
Debug.Log("Constructor is called" + this.gameObject); } 1. 2. 3. 4. 会报错: ArgumentException: get_gameObject can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. ...
You can also use this method to get a reference to a component on the GameObject that this script is attached to, by calling this method inside aMonoBehaviour-derived class attached to the GameObject. You can omit the precedingGameObjectqualifier to reference the GameObject the script is attached...
This script would be attached to the player prefab. public GameObject textContainer; [Client] void Update() { if (Input.GetAxisRaw("Submit") == 1) { CmdActivateChatClientRPC(); textContainer.SetActive(true); } } [Command] private void CmdActivateChatClientRPC() { ActivateChatClientRPC()...
SaveAsPrefabAsset(File, Path); //保存文件 //基本读取,修改,保存操作 GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefab/Cube.prefab"); //读取 GameObject obj = Instantiate(prefab); //实例化 obj.AddComponent<TestScript>(); //修改 PrefabUtility.SaveAsPrefabAsset(obj,...
当GameObject的Reset按钮被按下时会触发。 用于initialise the script's properties Awake() 当场景开始运行时\ 当一个Prefab被实例化出来的时候会触发 Awake总是在任何Start()之前被触发 If a GameObject is inactive during start up, Awake is not called until it's made active ...
A card that appears when the button is pressed that displays the player's name and stats.All button objects are created as the children of an empty GameObject. Consider this parent object as a container for all button objects. This structure provides organization for your prefab.Now...