这有两个函数,一个是获取所有子对象的List集合,一个是获取所有子对象的数组集合,按需使用。 3、使用扩展方法 使用m_ParObj.GetChild()就可以调用扩展方法: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 using System.Collections.Generic;using UnityEngine;publicclassSplitTest:MonoBehaviour{publicGameObject m...
AI代码解释 publicfloat pixelsPerUnit{get{float spritePixelsPerUnit=100;if(sprite)spritePixelsPerUnit=sprite.pixelsPerUnit;float referencePixelsPerUnit=100;if(canvas)referencePixelsPerUnit=canvas.referencePixelsPerUnit;returnspritePixelsPerUnit/referencePixelsPerUnit;}} 上面官方程式码,可以看出 Image 透过 sp...
public static void ReadChild(Transform tf) { foreach (Transform child in tf) { string[] typeArr = .Split('_'); if (typeArr.Length > 1) { string typeKey = typeArr[typeArr.Length - 1]; if (typeMap.ContainsKey(typeKey)) { info.evenlist.Add(new UIInfo(, typeKey, buildGameObjectP...
public List<GameObject> animObs = new List<GameObject>(); public int indexAnim = 0; // Use this for initialization void Start() { grandFa = GetComponentsInChildren<Transform>();//打到所有的子孙子物体 //get all objects of having animator, that is there is no child foreach (Transform chi...
数组和List 注意: 字典不能通过添加Serializable属性进行序列化 如果一个类基类不能被序列化,那它即便添加了序列化特性也无法被序列化 序列化不能保存另一个要反序列化的对象指针,因为反序列化是new一个新的对象,指针指向的内存将不会是原对象 可采用unity编辑器的序列化类ScriptableObject,当我们继承这个基类,我们就...
GetPopMaterial获取指定给 CanvasRenderer 的当前 Material。内部用于遮罩。 SetAlpha设置渲染器的 Alpha。将与 UIVertex Alpha 和 Canvas Alpha 相乘。 SetAlphaTexture将在 _AlphaTex 属性下传递给着色器的 Alpha 纹理。 SetColor设置渲染器的颜色。将与 UIVertex 颜色和 Canvas 颜色相乘。
You can see it being used to control different sounds on the Ellen prefab (check under the SoundSources child GameObject of Ellen). For example, looking at FootstepSource, you can see that it defines a list of four footstep sounds that the footstep randomly picks from, with an added pitch...
1usingUnityEngine;2usingSystem.Collections;3usingSystem.Collections.Generic;4usingUnityEditor;56//查找节点及所有子节点中,是否有指定的脚本组件7publicclassMonoFinder : EditorWindow8{9Transform root =null;10MonoScript scriptObj =null;11intloopCount =0;1213List<Transform> results =newList<Transform>();...
GetAllChilds(Selection.activeGameObject,pri_my_list); } 3.选择新对象粘贴拷贝内容 private static void PasteChildComponent(GameObject gameObj, MyComponentList next) { if (next.gameObjList != null) { foreach (var copiedComponent in next.gameObjList) ...
Rx provides some helper methods, such as IDisposable.AddTo which allows you to dispose of several subscriptions at once:// CompositeDisposable is similar with List<IDisposable>, manage multiple IDisposable CompositeDisposable disposables = new CompositeDisposable(); // field void Start() { Observable...