本文整理汇总了C#中UnityEngine.AddComponent方法的典型用法代码示例。如果您正苦于以下问题:C# UnityEngine.AddComponent方法的具体用法?C# UnityEngine.AddComponent怎么用?C# UnityEngine.AddComponent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类UnityEngine
的用法示例。
在下文中一共展示了UnityEngine.AddComponent方法的15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: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
示例2: HandleCustomProperties
public void HandleCustomProperties(UnityEngine.GameObject gameObject,
IDictionary<string, string> props)
{
// Simply add a component to our GameObject
if (props.ContainsKey ("PrefabPath")) {
string path = props["PrefabPath"];
UnityEngine.Object spawn =
AssetDatabase.LoadAssetAtPath(path, typeof(GameObject));
if (spawn != null)
{
GameObject spawnInstance =
(GameObject)GameObject.Instantiate(spawn);
spawnInstance.name = spawn.name;
// Use the position of the game object we're attached to
spawnInstance.transform.parent = gameObject.transform;
spawnInstance.transform.localPosition = Vector3.zero;
gameObject.transform.localScale = Vector3.one * 100;
}
}
if (props.ContainsKey ("Platform")) {
gameObject.GetComponent<Collider2D>().usedByEffector = true;
gameObject.AddComponent<PlatformEffector2D>().surfaceArc = 170f;
}
if(props.ContainsKey("ColliderMaterial"))
{
foreach(Collider2D collider in gameObject.GetComponentsInChildren<Collider2D>())
{
string path = props["ColliderMaterial"];
collider.sharedMaterial = (PhysicsMaterial2D)AssetDatabase.LoadAssetAtPath(path, typeof(PhysicsMaterial2D));
}
}
}
示例3: HandleCustomProperties
public void HandleCustomProperties(UnityEngine.GameObject gameObject,
IDictionary<string, string> props)
{
if (props.ContainsKey("TargetDoor")) {
gameObject.AddComponent<MurderMystery.DoorwayScript>();
gameObject.GetComponent<MurderMystery.DoorwayScript>().targetDoor = props["TargetDoor"];
}
if (props.ContainsKey("Room")) {
gameObject.AddComponent<MurderMystery.ContainerScript>();
gameObject.GetComponent<MurderMystery.ContainerScript>().roomName = props["Room"];
gameObject.tag = "Container";
gameObject.layer = LayerMask.NameToLayer("Containers");
}
if (props.ContainsKey("Ceiling")) {
gameObject.layer = LayerMask.NameToLayer("Ceilings");
gameObject.tag = "Ceiling";
Ceiling ceiling = gameObject.AddComponent<Ceiling>();
ceiling.roomName = props["Ceiling"];
}
}
示例4: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
// Note: We have missed AkGameObject.Awake() of this run to register.
// So we take over its work by inlining it here.
AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name);
//Set the original position
AkSoundEngine.SetObjectPosition(
in_gameObjectID,
in_gameObjectID.transform.position.x,
in_gameObjectID.transform.position.y,
in_gameObjectID.transform.position.z,
in_gameObjectID.transform.forward.x,
in_gameObjectID.transform.forward.y,
in_gameObjectID.transform.forward.z
);
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
示例5: HandleCustomProperties
public void HandleCustomProperties(UnityEngine.GameObject gameObject,
IDictionary<string, string> props)
{
// Simply add a component to our GameObject
// BETTER STYLE
if (props.ContainsKey("side"))
{
gameObject.name = "TileConnector";
TileConnector tileConnector = gameObject.AddComponent<TileConnector>();
tileConnector.side = props["side"];
tileConnector.connected = false;
if(props.ContainsKey("type")) {
tileConnector.type = Convert.ToInt32(props["type"]);
}
}
// OLD STYLE
// if (props.ContainsKey("side"))
// {
// string prefabPath = "Assets/Prefabs/TileConnector.prefab";
// UnityEngine.Object connector = UnityEditor.AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
// if (connector != null)
// {
// GameObject connectorInstance = (GameObject)GameObject.Instantiate(connector);
// connectorInstance.name = connector.name;
// TileConnector tileConnector = connectorInstance.GetComponent("TileConnector") as TileConnector;
// tileConnector.side = props["side"];
//
// if(props.ContainsKey("type")) {
// tileConnector.type = Convert.ToInt32(props["type"]);
// }
//
// // Use the position of the game object we're attached to
// connectorInstance.transform.parent = gameObject.transform;
// connectorInstance.transform.localPosition = Vector3.zero;
// }
// }
}
示例6: SeekOnEvent
public static AKRESULT SeekOnEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, int in_iPosition, bool in_bSeekToNearestMarker) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SeekOnEvent__SWIG_2(in_pszEventName, tempin_gameObjectID, in_iPosition, in_bSeekToNearestMarker);
return ret;
}
}
示例7: ExecuteActionOnEvent
public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_8(in_pszEventName, (int)in_ActionType, tempin_gameObjectID);
return ret;
}
}
示例8: GetRTPCValue
public static AKRESULT GetRTPCValue(string in_pszRtpcName, UnityEngine.GameObject in_gameObjectID, out float out_rValue, ref int io_rValueType) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetRTPCValue__SWIG_1(in_pszRtpcName, tempin_gameObjectID, out out_rValue, ref io_rValueType);
return ret;
}
}
示例9: SetObjectPosition
public static AKRESULT SetObjectPosition(UnityEngine.GameObject in_GameObjectID, float PosX, float PosY, float PosZ, float OrientationX, float OrientationY, float OrientationZ) {
uint tempin_GameObjectID;
if ( in_GameObjectID != null )
{
tempin_GameObjectID = (uint)in_GameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_GameObjectID.GetComponent<AkGameObject>() == null)
{
in_GameObjectID.AddComponent<AkGameObject>();
// Note: We have missed AkGameObject.Awake() of this run to register.
// So we take over its work by inlining it here.
AkSoundEngine.RegisterGameObj(in_GameObjectID, in_GameObjectID.name);
//Set the original position
AkSoundEngine.SetObjectPosition(
in_GameObjectID,
in_GameObjectID.transform.position.x,
in_GameObjectID.transform.position.y,
in_GameObjectID.transform.position.z,
in_GameObjectID.transform.forward.x,
in_GameObjectID.transform.forward.y,
in_GameObjectID.transform.forward.z
);
}
}
else
{
tempin_GameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetObjectPosition(tempin_GameObjectID, PosX, PosY, PosZ, OrientationX, OrientationY, OrientationZ);
return ret;
}
}
示例10: GetGameObjectAuxSendValues
public static AKRESULT GetGameObjectAuxSendValues(UnityEngine.GameObject in_gameObjectID, AkAuxSendArray out_paAuxSendValues, ref uint io_ruNumSendValues) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
// Note: We have missed AkGameObject.Awake() of this run to register.
// So we take over its work by inlining it here.
AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name);
//Set the original position
AkSoundEngine.SetObjectPosition(
in_gameObjectID,
in_gameObjectID.transform.position.x,
in_gameObjectID.transform.position.y,
in_gameObjectID.transform.position.z,
in_gameObjectID.transform.forward.x,
in_gameObjectID.transform.forward.y,
in_gameObjectID.transform.forward.z
);
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetGameObjectAuxSendValues(tempin_gameObjectID, out_paAuxSendValues.m_Buffer, ref io_ruNumSendValues);
return ret;
}
}
示例11: ResetRTPCValue
public static AKRESULT ResetRTPCValue(string in_pszRtpcName, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.GetComponent<AkGameObject>() == null)
{
in_gameObjectID.AddComponent<AkGameObject>();
// Note: We have missed AkGameObject.Awake() of this run to register.
// So we take over its work by inlining it here.
AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name);
//Set the original position
AkSoundEngine.SetObjectPosition(
in_gameObjectID,
in_gameObjectID.transform.position.x,
in_gameObjectID.transform.position.y,
in_gameObjectID.transform.position.z,
in_gameObjectID.transform.forward.x,
in_gameObjectID.transform.forward.y,
in_gameObjectID.transform.forward.z
);
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ResetRTPCValue__SWIG_4(in_pszRtpcName, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve);
return ret;
}
}
示例12: SetObjectPosition
public static AKRESULT SetObjectPosition(UnityEngine.GameObject in_GameObjectID, float PosX, float PosY, float PosZ, float OrientationX, float OrientationY, float OrientationZ) {
uint tempin_GameObjectID;
if ( in_GameObjectID != null )
{
tempin_GameObjectID = (uint)in_GameObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_GameObjectID.GetComponent<AkGameObject>() == null)
{
in_GameObjectID.AddComponent<AkGameObject>();
}
}
else
{
tempin_GameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetObjectPosition(tempin_GameObjectID, PosX, PosY, PosZ, OrientationX, OrientationY, OrientationZ);
return ret;
}
}
示例13: GetPlayingIDsFromGameObject
public static AKRESULT GetPlayingIDsFromGameObject(UnityEngine.GameObject in_GameObjId, ref uint io_ruNumIDs, uint[] out_aPlayingIDs) {
uint tempin_GameObjId;
if ( in_GameObjId != null )
{
tempin_GameObjId = (uint)in_GameObjId.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_GameObjId.GetComponent<AkGameObject>() == null)
{
in_GameObjId.AddComponent<AkGameObject>();
}
}
else
{
tempin_GameObjId = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetPlayingIDsFromGameObject(tempin_GameObjId, ref io_ruNumIDs, out_aPlayingIDs);
return ret;
}
}
示例14: GetMaxRadius
public static float GetMaxRadius(UnityEngine.GameObject in_GameObjId) {
uint tempin_GameObjId;
if ( in_GameObjId != null )
{
tempin_GameObjId = (uint)in_GameObjId.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_GameObjId.GetComponent<AkGameObject>() == null)
{
in_GameObjId.AddComponent<AkGameObject>();
}
}
else
{
tempin_GameObjId = unchecked((uint)-1);
}
{
float ret = AkSoundEnginePINVOKE.CSharp_GetMaxRadius(tempin_GameObjId);
return ret;
}
}
示例15: GetObjectObstructionAndOcclusion
public static AKRESULT GetObjectObstructionAndOcclusion(UnityEngine.GameObject in_ObjectID, uint in_uListener, out float out_rfObstructionLevel, out float out_rfOcclusionLevel) {
uint tempin_ObjectID;
if ( in_ObjectID != null )
{
tempin_ObjectID = (uint)in_ObjectID.GetInstanceID();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_ObjectID.GetComponent<AkGameObject>() == null)
{
in_ObjectID.AddComponent<AkGameObject>();
}
}
else
{
tempin_ObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetObjectObstructionAndOcclusion(tempin_ObjectID, in_uListener, out out_rfObstructionLevel, out out_rfOcclusionLevel);
return ret;
}
}