OnTransformChildrenChanged This function is called when the list of children of the transform of the GameObject has changed. OnTransformParentChanged This function is called when the parent property of the transform of the GameObject has changed. OnTriggerEnter OnTriggerEnter is called when the Collider...
protectedCharacterMotorGetMotor(UnityEngine.MonoBehaviour source){returnsource.GetComponentInChildren<CharacterMotor>(); } 开发者ID:Jay2645,项目名称:UnityHelperFunctions,代码行数:4,代码来源:MotorCommand.cs 示例2: SampleAnimation ▲点赞 5 publicboolSampleAnimation(UnityEngine.Animation animation){if(animation ...
public class PoolMgr : BaseManager<PoolMgr> { public Dictionary<string,List<GameObject>> poolDic = new Dictionary<string, List<GameObject>>(); public GameObject Getobj(string name) { GameObject obj = null; if ( poolDic.ContainsKey(name)&& poolDic[name].Count >0) { obj =poolDic[name][0...
OnTransformChildrenChanged This function is called when the list of children of the transform of the GameObject has changed. OnTransformParentChanged This function is called when the parent property of the transform of the GameObject has changed. OnTriggerEnter OnTriggerEnter is called when the Collider...
已新增更好類型顯示的支援,亦即 List,而不是 List'1[[System.Object, <corlib...>]]。 已新增指標成員存取的支援,亦即 p->data->member。 已新增陣列初始設定式中隱含轉換的支援,亦即 new byte [] {1,2,3,4}。 已新增在檢查位元組陣列和字串時的十六進位編輯器支援。2.3.0.02019...
添加了对更佳类型显示的支持,即 List,而不是 List'1[[System.Object, <corlib...>]]。 添加了对指针成员访问的支持,即 p->data->member。 添加了对数组初始值设定项中的隐式转换的支持,即 new byte [] {1,2,3,4}。 添加了检查字节数组和字符串时对...
for(int i=0;i<transform.childCount;i++){Transform child=transform.GetChild(i);GameObject childGameObject=child.gameObject;// ...} 获取所有子对象 可以通过递归的方式获取所有子孙游戏对象: 代码语言:javascript 复制 // 递归获取所有子对象voidGetAllChildren(Transform parent,List<Transform>results){foreac...
get { if (null == instance) { instance = FindObjectOfType<UIManger>(); } return instance; } } public ContentSizeFitter ParentPartFirstLevel;//一级菜单的父物体 private List<BaseLevelPartObj> listAllLevelPartObj = new List<BaseLevelPartObj>(); ...
Unity在底层会用Allocator,使用重载过的分配符分配内存的时候,会根据Memory Lable分配到不同的Allocator池里面。每个Allocator池,单独做自己的跟踪。当我们要在Runtime去Get一个Memory Lable下面池的时候,可以从对应的Allocator中取,可以从中知道有什么东西,有多少兆。
根据需求,你还可以使用 CollectionPool(List, HashSet, Dictionary 等等)。 在示例项目中,您不再需要自定义池组件。使用 using UnityEngine.Pool; 来更新枪的脚本。这允许您使用内置的对象池创建一个projectile pool: using UnityEngine.Pool; public class RevisedGun : MonoBehaviour { … // stack-based Object...