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GameObject 类是Unity场景中所有实体的基类。一个GameObject对象通常由多个组件component组成,且至少含有一个transform组件。
activeSelf 属性 —— GameObject的Active标识
activeInHierarchy 属性的功能是返回GameObject实例在程序运行时的激活状态,它只有当GameObect实例的状态被激活时才会返回true。而且它会受父类对象激活状态的影响。如果其父类至最顶层的对象中有一个对象未被激活,activeInHierarchy就会返回false
using UnityEngine;
using System.Collections;
public class ActiveSelf_ts : MonoBehaviour {
public GameObject cube1, cube2, cube3;
void Start () {
// 对cube2设置为false,其他设置为true
cube1.SetActive(true);
cube2.SetActive(false);
cube3.SetActive(true);
Debug.Log("activeSelf:");
// 尽管cube2被设置为false,但其子类cube3的activeSelf返回值仍然为true
Debug.Log("cube1.activeSelf:" + cube1.activeSelf);
Debug.Log("cube2.activeSelf:" + cube2.activeSelf);
Debug.Log("cube3.activeSelf:" + cube3.activeSelf);
Debug.Log("nactiveInHierarchy:");
// cube2 和 cube3的activeInHierarchy返回值都为false
Debug.Log("cube1.activeInHierarchy:" + cube1.activeInHierarchy);
Debug.Log("cube2.activeInHierarchy:" + cube2.activeInHierarchy);
Debug.Log("cube3.activeInHierarchy:" + cube3.activeInHierarchy);
}
}
GameObject 构造方法
public GameObject();
public GameObject(string name);
public GameObject(string name,params Type[] components)
using UnityEngine;
using System.Collections;
public class Constructors_ts : MonoBehaviour {
void Start () {
// 使用构造函数 GameObject (name : String)
GameObject g1 = new GameObject("G1");
g1.AddComponent<Rigidbody>();
// 使用构造函数 GameObject ()
GameObject g2 = new GameObject();
g2.AddComponent<FixedJoint>();
// 使用构造函数 GameObject (name : String, params components : Type[])
GameObject g3 = new GameObject("G3",typeof(MeshRenderer),typeof(Rigidbody),typeof(SpringJoint));
Debug.Log("g1 name:" + g1.name + "nPosition:" + g1.transform.position);
Debug.Log("g2 name:" + g2.name + "nPosition:" + g2.transform.position);
Debug.Log("g3 name:" + g3.name + "nPosition:" + g3.transform.position);
}
}
GameObject 类实例方法
GetComponent 方法 —— 获取组件
public T GetComponent() where T: Component;
public Component GetComponent(string type);
public Component GetComponent(Type type);
using UnityEngine;
using System.Collections;
public class GetComponent_ts : MonoBehaviour {
void Start () {
Debug.Log("以下是GetComponent 的相关使用代码。n GetComponet 方法用来获取当前GameObject中符合Type类型的第一个组件");
//GetComponent (type : Type)
Rigidbody rb = GetComponent(typeof(Rigidbody))as Rigidbody;
Debug.Log("使用 GetComponent (type : Type) 获取 Rigidbody" + rb.GetInstanceID());
//GetComponent.<T>()
rb=GetComponent<Rigidbody>();
Debug.Log("使用 GetComponent.<T>()获取 Rigidbody" + rb.GetInstanceID());
//GetComponent (type : String)
rb = GetComponent("Rigidbody") as Rigidbody;
Debug.Log("使用 GetComponent (type : String)获取 Rigidbody" + rb.GetInstanceID());
Debug.Log("以下是GetComponentInChildren的相关使用代码。n GetComponentInChildren 方法来获取当前GameObject的所有子类中符合Type类型的第一个组件");
//GetComponentInChildren (type : Type)
rb = GetComponentInChildren(typeof(Rigidbody)) as Rigidbody;
Debug.Log("使用GetComponentInChildren (type : Type)获取Rigidbody " + rb.name);
//GetComponentInChildren.<T> ()
rb=GetComponentInChildren<Rigidbody>();
Debug.Log("使用GetComponentInChildren.<T>()获取Rigidbody " + rb.name);
//GetComponents (type : Type)
Component[] cjs = GetComponents(typeof(ConfigurableJoint)) as Component[];
foreach(ConfigurableJoint cj in cjs){
Debug.Log("使用GetComponents (type : Type)获取ConfigurableJoint " + cj.GetInstanceID());
}
//GetComponents.<T> ()
cjs = GetComponents<ConfigurableJoint>();
foreach (ConfigurableJoint cj in cjs)
{
Debug.Log("使用GetComponents.<T>()获取ConfigurableJoint " + cj.GetInstanceID());
}
//GetComponentsInChildren(type: Type, includeInactive: boolean = false)
cjs = GetComponentsInChildren(typeof(ConfigurableJoint), false) as Component[];
foreach (ConfigurableJoint cj in cjs)
{
Debug.Log("使用GetComponentsInChildren(type: Type, false)获取ConfigurableJoint " + cj.name);
}
cjs = GetComponentsInChildren(typeof(ConfigurableJoint), true) as Component[];
foreach (ConfigurableJoint cj in cjs)
{
Debug.Log("使用GetComponentsInChildren(type: Type, true)获取ConfigurableJoint " + cj.name);
}
//GetComponentsInChildren.<T> (includeInactive : boolean)
cjs = GetComponentsInChildren<ConfigurableJoint>(true);
foreach (ConfigurableJoint cj in cjs)
{
Debug.Log("使用GetComponentsInChildren.<T>(includeInactive : boolean)获取ConfigurableJoint " + cj.name);
}
//GetComponentsInChildren.<T> ()
cjs = GetComponentsInChildren<ConfigurableJoint>();
foreach (ConfigurableJoint cj in cjs)
{
Debug.Log("使用GetComponentsInChildren.<T>()获取ConfigurableJoint " + cj.name);
}
}
}
SendMessage 方法:发送消息
和自身同级的物体不会收到消息
SendMessageOptions 有两个可选方式:SendMessageOptions.RequireReceiver 和 SendMessageOptions.DontRequireReceiver 前者要求信息的接收方必须有接收信息的方法,否则程序报错,后者无此要求
BroadcastMessage 向自身以及所有子类发送消息,和自身同级的物体不会收到消息
SendMessageUpwards 方法的功能是向GameObject 自身及其所有父类发送消息,和自身同级的物体不会受到消息
using UnityEngine;
using System.Collections;
public class SendMessageUpward_ts : MonoBehaviour {
void Start () {
// 向父类及自己发送消息
gameObject.SendMessageUpwards("GetChildrenMessage", gameObject.name + ":use SendMessageUpwards send!");
// 向子类及自己发送消息
gameObject.BroadcastMessage ("GetParentMessage ",gameObject.name +":use BroadcastMessage send");
// 向自己发送消息
gameObject.SendMessage ("GetSelfMessage",gameObject.name +" : use SendMessage send");
}
private void GetParentMessage(string str)
{
Debug.Log(gameObject.name + "收到父类发送的消息" + str);
}
private void GetSelfMessage(string str)
{
Debug.Log(gameObject.name + "受到自身发送的消息" + str);
}
private void GetChildrenMessage(string str)
{
Debug.Log(gameObject.name + "受到子类发送的消息" + str);
}
}
CreatePrimitive —— 创建GameObject 对象
静态方法
using UnityEngine;
using System.Collections;
public class CreatePrimitive_ts : MonoBehaviour
{
void Start()
{
// 使用GameObject.CreatePrimitive方法创建 GameObject
GameObject g1 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
g1.name = "G1";
g1.tag = "sphere_Tag";
// 使用 AddComponent (className : String)添加组件
g1.AddComponent("SpringJoint");
// 使用AddComponent (componentType : Type)添加组件
g1.AddComponent(typeof(GUITexture));
g1.transform.position = Vector3.zero;
GameObject g2 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
g2.name = "G2";
g2.tag = "sphere_Tag";
// 使用AddComponent.<T>() 添加组件
g2.AddComponent<Rigidbody>();
g2.transform.position = 2.0f * Vector3.right;
g2.GetComponent<Rigidbody>().useGravity = false;
GameObject g3 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
g3.name = "G1";
g3.tag = "sphere_Tag";
g3.transform.position = 4.0f * Vector3.right;
// 使用GameObject.FindÀ类方法获取GameObject,返回符合条件的第一个对象
Debug.Log("use Find:" + GameObject.Find("G1").transform.position);
// 使用GameObject.FindGameObjectWithTag类方法获取GameObject,返回符合条件的第一个对象
Debug.Log("use FindGameObjectWithTag:" + GameObject.FindGameObjectWithTag("sphere_Tag").transform.position);
// 使用GameObject.FindGameObjectsWithTag类方法获取GameObject,返回符合条件的所有对象
GameObject[] gos = GameObject.FindGameObjectsWithTag("sphere_Tag");
foreach (GameObject go in gos)
{
Debug.Log("use FindGameObjectsWithTag:" + go.name + ":" + go.transform.position);
}
// 更改 g1,g2,和g3的层级关系
g3.transform.parent = g2.transform;
g2.transform.parent = g1.transform;
Debug.Log("use Find again1:" + GameObject.Find("G1").transform.position);
// 使用“/” 限定条件的方式查找GameObject
Debug.Log("use Find again2:" + GameObject.Find("/G1/G2/G1").transform.position);
}
}
若要获取当前脚本所在GameObject对象中的某个组件,直接使用GetCompoent方法即可,如
Rigidbody br = GetComponent<Rigidbody>()
若要获取非当前脚本所在GameObject对象中的某个组件,则需要有GameObject作为前置引用,如变量go为指向GameObject对象的引用,则
Rigidbody br = go.GetComponent<Rigidbody>()
using UnityEngine;
using System.Collections;
public class GameObjectAndComponent_ts : MonoBehaviour {
public GameObject sp;
void Start () {
//以下3种表达方式功能相同
Rigidbody rb1 = rigidbody;
Rigidbody rb2 = GetComponent<Rigidbody>();
Rigidbody rb3 = rigidbody.GetComponent<Rigidbody>();
Debug.Log("rb1µÄInstanceID£º" + rb1.GetInstanceID());
Debug.Log("rb2µÄInstanceID£º" + rb2.GetInstanceID());
Debug.Log("rb3µÄInstanceID£º" + rb3.GetInstanceID());
// 使用前置引用获取引用对象的Rigidbody组件
Debug.Log("前置引用sp对象中Rigidbody的InstanceID "+sp.GetComponent<Rigidbody>().GetInstanceID());
}
}
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