代码中设置的名称 图片右键新窗口打开大图 1usingSystem.Collections;2usingSystem.Collections.Generic;3usingUnityEngine;45publicclassMonsterStateChange : MonoBehaviour6{7privateAnimator a;89voidStart()10{11a =this.GetComponent<Animator>();12}131415voidUpdate()16{17if(Input.GetKey(KeyCode.F1)) {18a.SetBo...
publicclassCube:MonoBehaviour,IPooledObject{privateRigidbody rig;publicvoidOnObjectSpawn(){ rig = gameObject.GetComponent<Rigidbody>(); rig.velocity = Vector3.zero;//将速度重置为0,物体在被隐藏时仍然具有速度,不然重用时仍然具有向下的速度rig.AddForce(newVector3(Random.Range(0,0.2f),10, Random.Ran...
GetComponent<Slider>().value; float yRotate = transform.Find("inroomPanel/3DVoicePanel/SliderYRotate").GetComponent<Slider>().value; float zRotate = transform.Find("inroomPanel/3DVoicePanel/SliderZRotate").GetComponent<Slider>().value; transform.Find("inroomPanel/3DVoicePanel/TextXShow")....
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); if (pooledObj != null) //判断,并不是所有对象都继承了该接口,例如Cube我想让它向上飞,Sphere则让它直接生成,Sphere就不必继承IPoolObject接口 { pooledObj.OnObjectSpawn(); //调用重用时的方法 } poolDictionary[tag].Enqueue(ob...
database = GetComponent<Database>(); if (database == null) { database = gameObject.AddComponent<Database>(); } _resetId = database.GetDataId(RESET); database.SetData<bool>(_resetId, false); } protected void Reset () { if (_root != null) { ...
animator = obj.GetComponent<Animator>(); } // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.W)) { animator.SetBool("Hm_walk", true); } else { animator.SetBool("Hm_walk", false); } }请求大家帮忙了。感谢。 氷雨ice Texture 3 这个叫Hm_walk的参数不...
TryGetComponent Gets the component of the specified type, if it exists. Inherited Members Properties PropertyDescription hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods MethodDescription GetInstanceID Gets the instance...
tempPos = _manager.GetComponentData<Translation>(targetEntity).Value; } } transform.position = Vector3.Lerp(transform.position, (Vector3)tempPos + offset, speed * Time.deltaTime);//调整相机与玩家之间的距离 } } 最后给主角手里整把枪,OK,现在主角已经能跑了: ...
UE4 C++:UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);if(SphereCollider != nullptr){// ...} Destroying GameObject / Actor 销毁物体 ...
UE4 C++:UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);if(SphereCollider != nullptr){// ...} Destroying GameObject / Actor 销毁物体 ...