stringname)7{8Transform childTF =parenTF.Find(name);9if(childTF !=null)returnchildTF;1011intcount =parenTF.childCount;12for(inti =0; i < count; i++)13{14childTF =FindSon02(parenTF.GetChild(i), name);15if(childTF
use TObjectIterator instead) for (TActorIterator<AActor> It(GetWorld()); It; ++It) { AActor* Actor = *It; if (Actor->ActorHasTag(FName(TEXT("Mytag"))) { // ... } } Copy full snippet为
if (GUILayout.Button("获取父物体的变换组件")) { Transform parent_transfrom = this.transform.parent; } if (GUILayout.Button("基于世界坐标系:设置父物体,默认true")) { this.transform.SetParent(tf); } if (GUILayout.Button("基于自身坐标系:设置父物体")) { this.transform.SetParent(tf,false)...
GameObject root = ObjectFactory.CreateGameObject(Path.GetFileNameWithoutExtension(ctx.assetPath)); if (generateChild) { GameObject child = ObjectFactory.CreateGameObject("child"); child.transform.SetParent(root.transform); } ctx.AddObjectToAsset("main", root); ctx.SetMainObject(root); } } 自定义...
GetMouseButtonUp(0)) isMousePressed = false; // These lines of code will pan/drag the object around untill the edge of the image if(isMousePressed && Input.touchCount==1 && Input.GetTouch(0).phase == TouchPhase.Moved && (parentObject.transform.localScale.x > MIN_SCALE || parentObject...
例1:Text组件引用的m_Script、Image组件引用的m_Script是在同一个文件下,因此其guid是相同的,但其fileID不同; 例2:两个的Text组件自身的fileID不同,但其引用的m_Script的fileID和guid都相同。 首先,第一个显示的是自己的GameObject(在复杂控件如Button或Dropdown中,第一个显示的也有可能不是自己的GameObject,...
在场景中挂载了ClearCounter.cs脚本的ClearCounter上,将Kitchen Object SO设置为Tomato,开始游戏,可以正常交互,同时可以通过Script Object创建另一个CheeseBlock.asset,将另一个柜台的Kitchen Object SO设置为CheeseBlock,开始游戏,得到和之前相同的效果 我们需要让柜台知道在其上方放置的物品是什么,但是由于Script Object不...
To view the sub-operations or subassets of an entry, click the expand icon (>) of the parent object. 译:要查看条目的子操作或子资产,请单击父对象的扩展图标(>) You can remove the lifeline of an asset or operation from the chart by right-clicking it and choosingHide Selected Eventson the...
SetParent(playerArmature.transform);Animatoranimator=playerArmature.GetComponent<Animator>();buildAvatar(result,animator);}// Update is called once per framevoidUpdate(){}// 导入GLB模型voidbuildAvatar(GameObjectglbObject,Animatoranimator){HumanDescriptiondescription=AvatarUtils.CreateHumanDescription(glbObject);...
Unity Object wrapper(封装) • Some Objects used in scripts have large native backing memory in unity(在unity中在脚本中被使用的一些对象有大批的本机支持内存) • 直到运行Finalizers终结器内存才会释放 Mono Garbage Collection • GC.Collect ...