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C# GameObject.SetActive方法代码示例

本文整理汇总了C#中GameObject.SetActive方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.SetActive方法的具体用法?C# GameObject.SetActive怎么用?C# GameObject.SetActive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.SetActive方法的14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: Start

 void Start()
 {
     this.playersNumber = (int) Mathf.Clamp((float)this.playersNumber, 1F, 4F);
     for (int i = 0; i < this.playersNumber; i++) {
       GameObject player = new GameObject("Player_" + (i + 1));
       player.SetActive(false);
       player.transform.localScale = new Vector3(2F, 2F, 1F);
       InputHandler inputHandler = player.AddComponent<InputHandler>();
       inputHandler.playerNumber = i + 1;
       PlayerSelection selection = player.AddComponent<PlayerSelection>();
       selection.character = this.character;
       player.SetActive(true);
     }
 }
开发者ID:BrunoRomes,项目名称:UnityTests,代码行数:14,代码来源:PlayersManager.cs

示例2: Start

 void Start()
 {
     instance = this;
     messageHandler = GameMessageHandler.Instance;
     messageHandler.Register(this, "GmStats");
     InvokeRepeating("SendRequest", 1f, 5f);
     container = transform.Find("stats").gameObject;
     template = transform.Find("template").gameObject;
     template.SetActive(false);
     canvas = gameObject.GetComponent<Canvas>() as Canvas;
     canvas.enabled = false;
 }
开发者ID:tiger0-0,项目名称:gamemachine,代码行数:12,代码来源:StatsUI.cs

示例3: Start

 void Start()
 {
     if (!GamePlayer.IsNetworked()) {
         Destroy(this.gameObject);
         return;
     }
     messageHandler = GameMessageHandler.instance;
     messageHandler.Register(this, "GmStats");
     InvokeRepeating("SendRequest", 1f, 5f);
     container = transform.Find("stats").gameObject;
     template = transform.Find("template").gameObject;
     template.SetActive(false);
     canvas = gameObject.GetComponent<Canvas>() as Canvas;
     canvas.enabled = false;
 }
开发者ID:gamemachine,项目名称:gamemachine,代码行数:15,代码来源:StatsUI.cs

示例4: OnLevelLoaded

 private void OnLevelLoaded(GameScenes scene)
 {
     if (Settings.AllowEditors)
     {
         foreach (var editor in editorTypes.Where(e => e.Value.Contains(scene)))
         {
             try
             {
                 GameObject obj = new GameObject (editor.Key.Name);
                 obj.AddComponent (editor.Key);
                 obj.SetActive (true);
                 Utils.Log ("IngameEditor " + editor.Key.Name + " created");
             }
             catch(Exception e)
             {
                 Utils.LogError ("Failed to load editor: " + editor.Key.Name);
                 Debug.LogException (e);
             }
         }
     }
 }
开发者ID:Kerbas-ad-astra,项目名称:KopernicusExpansion,代码行数:21,代码来源:IngameEditors.cs

示例5: AddMeshComponent

 private CombinedMeshComponent AddMeshComponent()
 {
     GameObject gobj = new GameObject(
     "LWF/" + data.name + "/Mesh/" + meshComponents.Count);
     gobj.SetActive(false);
     gobj.transform.parent = gameObject.transform;
     gobj.transform.position = gameObject.transform.position;
     CombinedMeshComponent meshComponent =
     gobj.AddComponent<CombinedMeshComponent>();
     meshComponent.Init(this);
     meshComponents.Add(meshComponent);
     return meshComponent;
 }
开发者ID:rayyee,项目名称:lwf,代码行数:13,代码来源:lwf_combinedmesh_factory.cs

示例6: AddMeshComponent

 private CombinedMeshComponent AddMeshComponent()
 {
     GameObject gobj = new GameObject(
     "LWF/" + data.name + "/Mesh/" + meshComponents.Count);
     gobj.SetActive(false);
     gobj.transform.parent = gameObject.transform;
     gobj.transform.localPosition = Vector3.zero;
     gobj.transform.localScale = Vector3.one;
     gobj.transform.localRotation = Quaternion.identity;
     CombinedMeshComponent meshComponent =
     gobj.AddComponent<CombinedMeshComponent>();
     meshComponent.Init(this);
     meshComponents.Add(meshComponent);
     return meshComponent;
 }
开发者ID:degea9,项目名称:lwf,代码行数:15,代码来源:lwf_combinedmesh_factory.cs

示例7: Start

 void Start()
 {
     gameObject.GetComponent<Canvas>().enabled = false;
     template = transform.Find("panel").Find("character").gameObject;
     template.SetActive(false);
 }
开发者ID:tiger0-0,项目名称:gamemachine,代码行数:6,代码来源:CharactersUI.cs

示例8: SetupFootprintPrefab

        private static void SetupFootprintPrefab()
        {
            footprintPrefab = new GameObject ("KerbalEVAFootprint");
            footprintPrefab.layer = GameLayers.LocalSpace;
            footprintPrefab.SetActive (false);

            var mf = footprintPrefab.AddComponent<MeshFilter> ();
            var mr = footprintPrefab.AddComponent<MeshRenderer> ();

            mf.mesh = new Quad (0.15f, 0.3f, true);

            var material = new Material (Shaders.Footprint);
            var footprintMask = new Texture2D (4, 4);
            footprintMask.LoadImage (Textures.KerbalEVAFootprintMask);
            material.SetTexture ("_MainTex", footprintMask);
            material.SetFloat ("_Opacity", 0.8f);
            material.SetColor ("_Color", Color.black);
            mr.material = material;
            mr.castShadows = false;

            footprintPrefab.AddComponent<KerbalEVAFootprint> ();

            Utils.Log ("Footprint prefab created");
        }
开发者ID:HappyFaceIndustries,项目名称:KopernicusExpansion,代码行数:24,代码来源:EVAFootprintsLoader.cs

示例9: Initialize

        private bool Initialize()
        {
            bool success = true;
            try
            {
                _rectTransform = GetComponent<RectTransform>();
                _inputRT = _rectTransform.FindChild("InputField").GetComponent<RectTransform>();
                _mainInput = _inputRT.GetComponent<InputField>();

                _overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
                _overlayRT.gameObject.SetActive(false);


                _scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>();
                _scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>();
                _slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>();
                //  scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>();
                _itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>();
                //itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>();

                _canvas = GetComponentInParent<Canvas>();
                _canvasRT = _canvas.GetComponent<RectTransform>();

                _scrollRect = _scrollPanelRT.GetComponent<ScrollRect>();
                _scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2;
                _scrollRect.movementType = ScrollRect.MovementType.Clamped;
                _scrollRect.content = _itemsPanelRT;

                itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject;
                itemTemplate.SetActive(false);
            }
            catch (System.NullReferenceException ex)
            {
                Debug.LogException(ex);
                Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception");
                success = false;
            }
            panelObjects = new Dictionary<string, GameObject>();

            _prunedPanelItems = new List<string>();
            _panelItems = AvailableOptions.ToList();

            RebuildPanel();
            //RedrawPanel(); - causes an initialisation failure in U5
            return success;
        }
开发者ID:illvisation,项目名称:cellVIEW_bdbox,代码行数:46,代码来源:AutoCompleteComboBox.cs

示例10: Initialize

		private bool Initialize()
		{
			bool success = true;
			try
			{
				_rectTransform = GetComponent<RectTransform>();
				_mainButton = new DropDownListButton(_rectTransform.FindChild("MainButton").gameObject);

				_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
				_overlayRT.gameObject.SetActive(false);


				_scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>();
				_scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>();
				_slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>();
				//  scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>();
				_itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>();
				//itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>();

				_canvas = GetComponentInParent<Canvas>();
				_canvasRT = _canvas.GetComponent<RectTransform>();

				_scrollRect = _scrollPanelRT.GetComponent<ScrollRect>();
				_scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2;
				_scrollRect.movementType = ScrollRect.MovementType.Clamped;
				_scrollRect.content = _itemsPanelRT;


				_itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject;
				_itemTemplate.SetActive(false);
			}
			catch (System.NullReferenceException ex)
			{
				Debug.LogException(ex);
				Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception");
				success = false;
			}

			_panelItems = new List<DropDownListButton>();

			RebuildPanel();
			RedrawPanel();
			return success;
		}
开发者ID:GlitchBoss,项目名称:TextWars,代码行数:44,代码来源:DropDownList.cs

示例11: ReconnectPlayerForConnection

 /// <summary>
 ///   <para>This re-establishes a player object with a client that is reconnected.  It is similar to NetworkServer.AddPlayerForConnection(). The player game object will become the player object for the new connection.</para>
 /// </summary>
 /// <param name="newConnection">The connection of the new client.</param>
 /// <param name="oldPlayer">The player object.</param>
 /// <param name="oldConnectionId">This client's connectionId on the old host.</param>
 /// <param name="playerControllerId">The playerControllerId of the player that is rejoining.</param>
 /// <returns>
 ///   <para>True if able to re-add this player.</para>
 /// </returns>
 public bool ReconnectPlayerForConnection(NetworkConnection newConnection, GameObject oldPlayer, int oldConnectionId, short playerControllerId)
 {
   if (!NetworkServer.active)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "ReconnectPlayerForConnection must have active server");
     return false;
   }
   if (LogFilter.logDebug)
     Debug.Log((object) ("ReconnectPlayerForConnection: oldConnId=" + (object) oldConnectionId + " player=" + (object) oldPlayer + " conn:" + (object) newConnection));
   if (!this.m_PendingPlayers.ContainsKey(oldConnectionId))
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("ReconnectPlayerForConnection oldConnId=" + (object) oldConnectionId + " not found."));
     return false;
   }
   oldPlayer.SetActive(true);
   NetworkServer.Spawn(oldPlayer);
   if (!NetworkServer.AddPlayerForConnection(newConnection, oldPlayer, playerControllerId))
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("ReconnectPlayerForConnection oldConnId=" + (object) oldConnectionId + " AddPlayerForConnection failed."));
     return false;
   }
   if (NetworkServer.localClientActive)
     this.SendPeerInfo();
   return true;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:38,代码来源:NetworkMigrationManager.cs

示例12: ReconnectObjectForConnection

 /// <summary>
 ///   <para>This re-establishes a non-player object with client authority with a client that is reconnected.  It is similar to NetworkServer.SpawnWithClientAuthority().</para>
 /// </summary>
 /// <param name="newConnection">The connection of the new client.</param>
 /// <param name="oldObject">The object with client authority that is being reconnected.</param>
 /// <param name="oldConnectionId">This client's connectionId on the old host.</param>
 /// <returns>
 ///   <para>True if the object was reconnected.</para>
 /// </returns>
 public bool ReconnectObjectForConnection(NetworkConnection newConnection, GameObject oldObject, int oldConnectionId)
 {
   if (!NetworkServer.active)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "ReconnectObjectForConnection must have active server");
     return false;
   }
   if (LogFilter.logDebug)
     Debug.Log((object) ("ReconnectObjectForConnection: oldConnId=" + (object) oldConnectionId + " obj=" + (object) oldObject + " conn:" + (object) newConnection));
   if (!this.m_PendingPlayers.ContainsKey(oldConnectionId))
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("ReconnectObjectForConnection oldConnId=" + (object) oldConnectionId + " not found."));
     return false;
   }
   oldObject.SetActive(true);
   oldObject.GetComponent<NetworkIdentity>().SetNetworkInstanceId(new NetworkInstanceId(0U));
   if (NetworkServer.SpawnWithClientAuthority(oldObject, newConnection))
     return true;
   if (LogFilter.logError)
     Debug.LogError((object) ("ReconnectObjectForConnection oldConnId=" + (object) oldConnectionId + " SpawnWithClientAuthority failed."));
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:33,代码来源:NetworkMigrationManager.cs

示例13: ApplySpawnPayload

 private static void ApplySpawnPayload(NetworkIdentity uv, Vector3 position, byte[] payload, NetworkInstanceId netId, GameObject newGameObject)
 {
   if (!uv.gameObject.activeSelf)
     uv.gameObject.SetActive(true);
   uv.transform.position = position;
   if (payload != null && payload.Length > 0)
   {
     NetworkReader reader = new NetworkReader(payload);
     uv.OnUpdateVars(reader, true);
   }
   if ((Object) newGameObject == (Object) null)
     return;
   newGameObject.SetActive(true);
   uv.SetNetworkInstanceId(netId);
   ClientScene.SetLocalObject(netId, newGameObject);
   if (!ClientScene.s_IsSpawnFinished)
     return;
   uv.OnStartClient();
   ClientScene.CheckForOwner(uv);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:20,代码来源:ClientScene.cs

示例14: PushToPool

 public void PushToPool( ref GameObject obj, bool retainObject = true, Transform parent = null)
 {
     if(obj == null) { return; }
     if(retainObject == false)
     {
         Object.Destroy(obj);
         obj = null;
         return;
     }
     if(parent != null)
     {
         obj.transform.parent = parent;
     }
     Queue<GameObject> queue = FindInContainer(obj.name);
     queue.Enqueue(obj);
     obj.SetActive(false);
     obj = null;
 }
开发者ID:LJCpanupun,项目名称:unity-utilities,代码行数:18,代码来源:ObjectPoolString.cs


注:本文中的GameObject.SetActive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。