Set GameObjects Active/Inactive 设置GameObjects活动/活动 在整个游戏对象上工作。 Set Components Enabled/Disabled 设置启用/禁用组件 工作在游戏对象的特定组件。 Set Animator States 设置动画状态 在GameObjects上设置animator状态。当对话开始时对空闲字符有用。 OnExe
支持同步与异步两个加载接口,支持单对象的UnloadAsset,还有一个清理未被引用的资源的接口。这里UnloadAsset不能卸载GameObject和Component,而且是强制卸载,即使外部仍然在使用这个资源。UnloadUnusedAssets则是一个安全的接口,只清理那些不再被引用的资源,不过这个接口开销较大会引起卡顿。 public static T Load<T>(string pa...
支持同步与异步两个加载接口,支持单对象的UnloadAsset,还有一个清理未被引用的资源的接口。这里UnloadAsset不能卸载GameObject和Component,而且是强制卸载,即使外部仍然在使用这个资源。UnloadUnusedAssets则是一个安全的接口,只清理那些不再被引用的资源,不过这个接口开销较大会引起卡顿。 publicstaticTLoad<T>(stringpath)wher...
public function GetComponentsInChildren(t: Type, includeInactive: bool = false): Component[]; Parameters t The type of Component to retrieve. includeInactive Should inactive Components be included in the found set?Description Returns all components of Type type in the GameObject or any of its ...
新建Sprite -> AddComponent -> PopupList 脚本 -> 添加Collider 显示当前选中项: 新建Label,设置Label中的各项,如不设置,将无法显示任何内容 将Label拖动到PopupList的OnValueChange选项中 PopupList的Method选择调用SetCurrentSelection方法 2)UIPopupList 设置 ...
setparent(obj_or_path,parent,int_stay_world_pos); setactive(obj_or_path,1_or_0); setvisible(obj_or_path,1_or_0); addcomponent(obj_or_path,type_or_str)[obj(\"varname\")]; removecomponent(obj_or_path,type_or_str); gameobjectanimation(obj, anim[, normalized_time]); ...
· The Item Image is the Image component to hold the image for each option. It is typically a child to the Item GameObject. The actual text and images used for the dropdowns are specified in the Options property of the Dropdown component, or can be set from code. ...
includeInactive Should inactive Components be included in the found set? Description Returns all components of Type type in the GameObject or any of its children. using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Component[] hingeJoints; void Example() { hi...
That is, every GameObject and Component in the hierarchy will be individually represented in the serialized data. This has interesting impacts on the time required to load and instantiate hierarchies of GameObjects. When creating any GameObject hierarchy, CPU time is spent in several different ways:...
To create and set up the Network Manager, follow these instructions:1. Create an empty GameObject (right-click in the Hierarchy window, then select Create Empty), and name it “NetworkManager”.选择要展开的图像2. Select NetworkManager, then go to the Inspector window and select Add Component....