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C# GameObject.GetComponents方法代码示例

本文整理汇总了C#中GameObject.GetComponents方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.GetComponents方法的具体用法?C# GameObject.GetComponents怎么用?C# GameObject.GetComponents使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GameObject的用法示例。


在下文中一共展示了GameObject.GetComponents方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: SendMessage

        public static void SendMessage(this GameObject sender, GameMessage msg, GameObject target)
        {
            if (msg == null)
            {
                Log.Game.WriteWarning("ExtMethodsGameObject: Tried to send a null message.\n{0}", Environment.StackTrace);
                return;
            }

            // if there is already a list on the stack then we have re-entered SendMessage i.e. a HandleMessage method has
            // called SendMessage
            if (_receiverStack.Count > 0)
                _currentReceivers = new List<ICmpHandlesMessages>();

            _receiverStack.Push(_currentReceivers);
            _currentReceivers.Clear();

            if (target != null)
            {
                if (!target.Active)
                {
                    _currentReceivers = _receiverStack.Pop();
                    return;
                }

                target.GetComponents(_currentReceivers);
            }
            else
            {
                Scene.Current.FindComponents(_currentReceivers);
            }

            try
            {
                for (int i = _currentReceivers.Count - 1; i >= 0; i--)
                {
                    var receiver = _currentReceivers[i];

                    if (receiver == null || ((Component)receiver).Disposed || ((Component)receiver).Active == false)
                        continue;

                    receiver.HandleMessage(sender, msg);

                    if (i > _currentReceivers.Count)
                        i = _currentReceivers.Count;

                    if (msg.Handled)
                        break;
                }
            }
            finally
            {
                _receiverStack.Pop();
                if (_receiverStack.Count > 0)
                    _currentReceivers = _receiverStack.Peek();
                else
                    _currentReceivers = _receivers;
            }
        }
开发者ID:BraveSirAndrew,项目名称:duality,代码行数:58,代码来源:ExtMethodsGameObject.cs

示例2: WeCanFindAllComponentsByItsSubType

        public void WeCanFindAllComponentsByItsSubType()
        {
            GameObject go = new GameObject();
            go.AddComponent(typeof(TestComponent));

            UnityObject[] uo = go.GetComponents(typeof(Component));

            Assert.That(uo, Is.Not.Null);
            Assert.That(uo.Length, Is.EqualTo(2));
        }
开发者ID:Joelone,项目名称:FFWD,代码行数:10,代码来源:WhenLocatingAComponent.cs

示例3: AddObject

        public void AddObject(GameObject gameObject)
        {
            if (gameObject == null) throw new ArgumentNullException("gameObject");
            _addNewObjectsQueue.Enqueue(gameObject);
            gameObject.GameObjectManager = this;

            var components = gameObject.GetComponents<ColliderComponent>();
            foreach (var item in components)
            {
                QuadTree.Insert(item as ColliderComponent);
            }
        }
开发者ID:remy22,项目名称:BlueberryEngine,代码行数:12,代码来源:GameObjectsManager.cs

示例4: TheIdMapWillContainAMapOfAllComponents

        public void TheIdMapWillContainAMapOfAllComponents()
        {
            Dictionary<int, UnityObject> ids = new Dictionary<int, UnityObject>();
            GameObject go = new GameObject();
            go.AddComponent(typeof(TestComponent));
            go.AddComponent(typeof(TestComponent));

            go.SetNewId(ids);

            Assert.That(ids.Count, Is.EqualTo(4));
            foreach (var item in go.GetComponents(typeof(Component)))
            {
                Assert.That(ids.ContainsValue(item), Is.True);
            }
        }
开发者ID:Joelone,项目名称:FFWD,代码行数:15,代码来源:WhenSettingNewIds.cs

示例5: process

        public override ExtendedEventArgs process()
        {
            Debug.Log ("response process--");

            g = GameObject.Find("Player_sprite_2(Clone)");
            p2 = g.GetComponents<PlayerController2> ();

            p2[0].keytype = keytype;
            p2 [0].key = key;
            ResponseKeyboardEventArgs args = new ResponseKeyboardEventArgs ();
            args.keytype = keytype;
            args.key = key;

            return args;
        }
开发者ID:hunvil,项目名称:ConvergeGame_Client,代码行数:15,代码来源:ResponseKeyboard.cs

示例6: UpdateComponentEditors

        protected void UpdateComponentEditors(GameObject[] values)
        {
            this.BeginUpdate();

            if (!this.Children.Any())
            {
                this.gameObjEditor.Getter = this.GetValue;
                this.gameObjEditor.Setter = this.SetValue;
                this.AddPropertyEditor(this.gameObjEditor);
            }
            Type[] typesInUse = values.GetComponents<Component>().Select(c => c.GetType()).Distinct().ToArray();

            // Remove Component editors that aren't needed anymore
            var cmpEditorCopy = new Dictionary<Type,PropertyEditor>(this.componentEditors);
            foreach (var pair in cmpEditorCopy)
            {
                if (!typesInUse.Contains(pair.Key))
                {
                    this.RemovePropertyEditor(pair.Value);
                    this.componentEditors.Remove(pair.Key);
                }
            }

            // Create the ones that are needed now and not added yet
            foreach (Type t in typesInUse)
            {
                if (!this.componentEditors.ContainsKey(t))
                {
                    PropertyEditor e = this.ParentGrid.CreateEditor(t, this);
                    e.Getter = this.CreateComponentValueGetter(t);
                    e.Setter = this.CreateComponentValueSetter(t);
                    e.PropertyName = t.GetTypeCSCodeName(true);
                    this.ParentGrid.ConfigureEditor(e);
                    this.AddPropertyEditor(e);
                    this.componentEditors[t] = e;
                }
            }

            this.EndUpdate();
        }
开发者ID:hbcameleon,项目名称:duality,代码行数:40,代码来源:GameObjectOverviewPropertyEditor.cs

示例7: SetVis

 // disable rendering of gameobjects the host should not see. He does not use network bandwidth anyway, so just non rendering is needed
 private static void SetVis(GameObject go, bool vis)
 {
     Renderer[] components = go.GetComponents<Renderer>();
     for (int i = 0; i < components.Length; i++)
     {
         Renderer renderer = components[i];
         renderer.set_enabled(vis);
     }
     for (int j = 0; j < go.get_transform().get_childCount(); j++)
     {
         Transform child = go.get_transform().GetChild(j);
         NetworkProximityChecker.SetVis(child.get_gameObject(), vis);
     }
 }
开发者ID:Kitabalef,项目名称:Unet-Decompiles,代码行数:15,代码来源:NetworkProximityChecker.cs

示例8: ScanGameObject

 protected GameObjectNode ScanGameObject(GameObject obj, bool scanChildren)
 {
     if (obj == null) return null;
     GameObjectNode thisNode = new GameObjectNode(obj, !this.buttonShowComponents.Checked);
     foreach (Component c in obj.GetComponents<Component>())
     {
         ComponentNode compNode = this.ScanComponent(c);
         if (compNode != null) this.InsertNodeSorted(compNode, thisNode);
     }
     if (scanChildren)
     {
         foreach (GameObject c in obj.Children)
         {
             GameObjectNode childNode = this.ScanGameObject(c, scanChildren);
             if (childNode != null) this.InsertNodeSorted(childNode, thisNode);
         }
     }
     return thisNode;
 }
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:19,代码来源:SceneView.cs

示例9: PackGameObject

        public SceneObject PackGameObject(GameObject go)
        {

            ObjectIdentifier objectIdentifier = go.GetComponent<ObjectIdentifier>();

            //Now, we create a new instance of SceneObject, which will hold all the GO's data, including it's components.
            SceneObject sceneObject = new SceneObject();
            sceneObject.name = go.name;
            sceneObject.prefabName = objectIdentifier.prefabName;
            sceneObject.id = objectIdentifier.id;
            if (go.transform.parent != null && go.transform.parent.GetComponent<ObjectIdentifier>() == true)
            {
                sceneObject.idParent = go.transform.parent.GetComponent<ObjectIdentifier>().id;
            }
            else
            {
                sceneObject.idParent = null;
            }

            //in this case, we will only store MonoBehavior scripts that are on the GO. The Transform is stored as part of the ScenObject isntance (assigned further down below).
            //If you wish to store other component types, you have to find you own ways to do it if the "easy" way that is used for storing components doesn't work for them.
            List<string> componentTypesToAdd = new List<string>() {
            "UnityEngine.MonoBehaviour"
        };

            //This list will hold only the components that are actually stored (MonoBehavior scripts, in this case)
            List<object> components_filtered = new List<object>();

            //Collect all the components that are attached to the GO.
            //This includes MonoBehavior scripts, Renderers, Transform, Animator...
            //If it
            object[] components_raw = go.GetComponents<Component>() as object[];
            foreach (object component_raw in components_raw)
            {
                if (componentTypesToAdd.Contains(component_raw.GetType().BaseType.FullName))
                {
                    components_filtered.Add(component_raw);
                }
            }

            foreach (object component_filtered in components_filtered)
            {
                sceneObject.objectComponents.Add(PackComponent(component_filtered));
            }

            //Assign all the GameObject's misc. values
            sceneObject.position = go.transform.position;
            sceneObject.localScale = go.transform.localScale;
            sceneObject.rotation = go.transform.rotation;
            sceneObject.active = go.activeSelf;

            return sceneObject;
        }
开发者ID:Badeye,项目名称:impulse,代码行数:53,代码来源:SaveLoadMenu.cs

示例10: GetComponents

 public static Component[] GetComponents(GameObject obj, System.Type t)
 {
     Component[] comp = null;
     if (obj != null && t!=null) comp = obj.GetComponents(t);
     return comp;
 }
开发者ID:FlameskyDexive,项目名称:hugula,代码行数:6,代码来源:LuaHelper.cs

示例11: process

        public override ExtendedEventArgs process()
        {
            Debug.Log ("loationResponse");

            ResponseRRPositionEventArgs args = new ResponseRRPositionEventArgs ();
            g = GameObject.Find ("GameLogic");
            p2 = g.GetComponents<Running> ();
            //<<<<<<< HEAD
            Debug.Log ("x = "+ x + "\ny = " + y );
            //		p2[0].player2.transform.position = new Vector3((float)x,(float)y,0f);
            //=======
            //Debug.Log ("response:    x = "+ x + "\ny = " + y );
            p2[0].player2.transform.position = new Vector3(x,y,0f);
            //>>>>>>> Dong

            args.x = x;
            args.y = y;
            return args;
        }
开发者ID:robinsswei,项目名称:CSC631-831NewIdea2,代码行数:19,代码来源:ResponseRRPostion.cs

示例12: SetVis

 private static void SetVis(GameObject go, bool vis)
 {
   foreach (Renderer component in go.GetComponents<Renderer>())
     component.enabled = vis;
   for (int index = 0; index < go.transform.childCount; ++index)
     NetworkProximityChecker.SetVis(go.transform.GetChild(index).gameObject, vis);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:NetworkProximityChecker.cs


注:本文中的GameObject.GetComponents方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。