public class GetComponentInChildrenExample : MonoBehaviour { // Disable the spring on the first HingeJoint component found on any child object void Start() { HingeJoint hinge = gameObject.GetComponentInChildren<HingeJoint>(); if (hinge != null) hinge.useSpring = false; else { // Try again,...
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponentGets the component of the specified type, if it exists. GetInstanceIDGets the instance ID of the object. ...
if (string.IsNullOrEmpty(varName)) return; if (mLoadWindow.TryGetValue(varName, out tempWindow)) { //1.设置active tempWindow.SetActive(false); //2.修改depth值时,看看这个窗口下面有多少panel int tempDepth = mWindowDepth; UIPanel[] panels = tempWindow.GetComponentsInChildren<UIPanel>();//当...
private void SetLayerToTheTransAndChildren(Transform theTrans, string layerName) { try{ int[] layers = new int[theTrans.GetComponentsInChildren<Transform>()]; foreach (Transform tran in theTrans.GetComponentsInChildren<Transform>()) {//遍历当前物体及其所有子物体 tran.gameObject.layer = LayerMask....
Component[] allsmr = GetComponentsInChildren(typeof(SkinnedMeshRenderer)); Matrix4x4 myTransform = transform.worldToLocalMatrix; Hashtable materialToMesh= new Hashtable(); //The hash with the all bones references: it will be used for set up the BoneWeight Indexes ...
TryGetComponentInChildrenReturn true if at least one child of this object have certain component. TryGetComponentInParentReturn true if at least one parent of this object have certain component. StopCoroutineIfExistYou don't need to check if your coroutine is null using this extension. ...
Works similar to GetComponentInChildren in that it will return the first matching value found Container.Bind<Foo>().FromComponentInHierarchy().AsSingle(); ResultType must either be an interface or derive from UnityEngine.MonoBehaviour / UnityEngine.Component in this case In the most common case...
foreach (Transform child in sceneObject.transform) { MapWayPoint editor = child.GetComponent<MapWayPoint>(); if(editor != null){ for(int i = 0 ; i < editor.pointList.Count ; i ++){ if(editor.pointList[i] == null){ continue; ...
rect = transform.GetComponent<ScrollRect>(); } // Update is called once per frame void Update() { //如果不判断。当在拖拽的时候要也会执行插值,所以会出现闪烁的效果 //这里只要在拖动结束的时候。在进行插值 if (!isDrag) { rect.horizontalNormalizedPosition = Mathf.Lerp(rect.horizontalNormalizedPosit...
if (Physics.Raycast(transform.position, lastInteractDir, out RaycastHit raycastHit,interactDistance, countersLayerMask)) { if (raycastHit.transform.TryGetComponent(out ClearCounter clearCounter)) { // 射线击中的物体拥有ClearCounter.cs脚本 // 如果当前交互的柜台不是上一次选中的柜台,就把选中的clear...