MachPool Layer:勾选后实例化的游戏对象的Layer将用Prefab默认的。 Don’t Reparent:勾选后实例化的对象将没有父节点,通通在最上层,建议不要勾选。 Don’t Destroy On Load:这个就不用我解释了吧?切换场景不释放。 Log Messages: 是否打印日志信息 Pre-Prefab Pool Options:缓存池列表,意思就是缓存列表里面可...
DontDestroy.cs 脚本:using System.Collections; using System.Collections.Generic; using UnityEngine;// Object.DontDestroyOnLoad example. // // This script example manages the playing audio. The GameObject with the // "music" tag is the BackgroundMusic GameObject. The AudioSource has the // ...
MachPool Layer:勾选后实例化的游戏对象的Layer将用Prefab默认的。 Don’t Reparent:勾选后实例化的对象将没有父节点,通通在最上层,建议不要勾选。 Don’t Destroy On Load:这个就不用我解释了吧?切换场景不释放。 Log Messages: 是否打印日志信息 Pre-Prefab Pool Options:缓存池列表,意思就是缓存列表里面可...
function Awake () {//需要在多个关卡中使用的游戏物体DontDestroyOnLoad (this); } function OnApplicationQuit () {//如果我们还没有加载到最后的退出画面if(Application.loadedLevelName.ToLower()!="finalsplash") StartCoroutine("DelayedQuit");//Don't allow the user to exit until we got permission in...
Add(nObj); //Don't destroy on load, so //we can manage centrally. GameObject.DontDestroyOnLoad(nObj); } //store our other variables that are useful. this.maxPoolSize = maxPoolSize; this.pooledObj = obj; this.initialPoolSize = initialPoolSize; //are we supposed to shrink? if(...
instance to prevent instantiation when levels are synchronized if (photonView.IsMine) { PlayerManager.LocalPlayerInstance = this.gameObject; } // #Critical // we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load. Do...
对象(Object) 被销毁时 OnDestroy 参考:file:///D:/Program%20Files/Unity3d/2018.4.13f1/Editor/Data/Documentation/en/ScriptReference/MonoBehaviour.html 协程设计 unity中为了增加稳定性,使用协程实现异步(应用层级别的线程控制) StartCoroutine、StopCoroutine(以函数名开启的协程)、StopAllCoroutines 协程需要主动关...
type, select yourAudioClip, and set your pitch and volume ranges. Note that - obviously - Unity stores everything you add here with the given instance of the component, so you'd probably want to make a prefab from it, and use that in your scenes, or set it not to destroy on load....
To<Logger>().AsSingle();This works because when the scene changes or your unity application is closed, the unity event OnDestroy() is called on all MonoBehaviours, including the SceneContext class, which then triggers Dispose() on all objects that are bound to IDisposable...
Destroy 移除一个游戏物体,缓存或资源。 DestroyImmediate 立即销毁物体obj,强烈建议使用Destroy代替。 FindObjectsOfType 返回所有类型为type的激活物体。 FindObjectsOfType 返回第一个类型为type的激活物体。 operator== 比较两个物体是否相同。 operator != 比较连个物体是否不相同。