// 写法一 var template = EditorGUIUtility.Load("path/to/file.uxml") as VisualTreeAsset; // 这里的parentElement, 可以是EditorWindow下的rootVisualElement template.CloneTree(parentElement, slots); // 写法二 var template =
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace MyUnityTool { public class BuildWallsWindow : EditorWindow { private enum InstanceType { Clone, Prefab } private enum AlignAxis { Right, Left, //Forward, //Back, //Up, //Down } private...
clone = (GameObject)Instantiate(DebugGui, position, transform.rotation); clone.name =string.Format("DebugGUI({0})", x); guis.Add(clone); position = clone.transform.position; x += 1; } x = 0; while(x < guis.Count) { GameObject temp = (GameObject)guis[x]; temp.transform.parent = ...
voidStart(){// ROS连接准备m_Ros = ROSConnection.GetOrCreateInstance(); // 发布者的生成m_Ros.RegisterPublisher<NiryoMoveitJointsMsg>(m_TopicName); // 关节信息获取m_JointArticulationBodies =newUrdfJointRevolute[k_NumRobotJoints];var linkName =string.E...
goCloneUIPrefab.transform.SetParent(_CanTransformPopUp, false); break; default: break; } goCloneUIPrefab.SetActive(false); //新创建的“UI窗体”,加入“UI窗体缓存”中 _DicALLUIForms.Add(strUIFormsName, baseUIForm); returnbaseUIForm;
GameObject objClone = GameObject.Instantiate(prefab)asGameObject; objClone.transform.parent = prefabParent;//为克隆出来的子弹指定父物体 objClone.name ="Clone0"+ i.ToString(); objClone.SetActive(false); pool.Enqueue(objClone); } } publicGameObject GetObject() ...
使用Instantiate()创建的物体的名字默认跟上(Clone) //创建游戏物体 GameObject.Instantiate()//根据Prefab//根据另外一个游戏物体//prefab在Unity中可以被prefab或gameObject赋值GameObject.Instantiate(prefab); 3. 第三种创建物体的方法 GameObject.CreatePrimitive(); ...
uxml.CloneTree(root); //在uxml中创建标签为根部分的子部分 下面将介绍如何使用查询系统通过UXML获取刚创建的元素。 共享样式USS 通过C#的属性可以直接在VisualElements上设置样式。虽然大部分样式会静态定义的,但它也可以在C#代码中分离描述和UI逻辑。
/// 1、重新Clone项目 /// 2、删除项目的 Library 文件夹(推荐、解决紧急问题) /// 3、使用这个脚本解决所有问题(这个当然推荐了) http://forum.unity3d.com/threads/editor-want-to-check-all-prefabs-in-a-project-for-an-attached-monobehaviour.253149/#post-1673716 ...
Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators OperatorDescription bool Does the object exist? operator != Compares if two objects ...