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C# UnityEngine.GetComponents方法代码示例

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


在下文中一共展示了UnityEngine.GetComponents方法的2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: ContainsTransition

 /// <summary>
 /// Returns whether the current gameobject contains any transitions.
 /// </summary>
 /// <param name="gameObject"></param>
 /// <returns></returns>
 public static bool ContainsTransition(UnityEngine.GameObject gameObject)
 {
     var transitionBases = gameObject.GetComponents<TransitionBase>();
     return transitionBases.Length != 0;
 }
开发者ID:DanFlannel,项目名称:Pokemon_Battle_Simulator,代码行数:10,代码来源:TransitionHelper.cs

示例2: TransitionOut

        static List<TransitionBase> TransitionOut(UnityEngine.GameObject gameObject, bool isRecursiveCall)
        {
            var transitionBases = gameObject.GetComponents<TransitionBase>();
            var transitionList = new List<TransitionBase>();
            var callRecursive = false;

            // transition out transition items.
            foreach (var transitionBase in transitionBases)
            {
                // if first invoked on this gameobject, or don't need to trigger direct transition direct.
                if (transitionBase.isActiveAndEnabled && (isRecursiveCall == false || !transitionBase.TransitionOutConfig.MustTriggerDirect))
                {
                    transitionBase.TransitionOut();
                    transitionList.Add(transitionBase);
                    // if we should transition children then set recursive flag
                    if (transitionBase.TransitionOutConfig.TransitionChildren)
                        callRecursive = true;
                }
            }

            // if no transition items, or recursive call then process all child gameobjects
            if (transitionBases.Length == 0 || callRecursive)
            {
                for (var i = 0; i < gameObject.transform.childCount; i++)
                {
                    var transform = gameObject.transform.GetChild(i);
                    transitionList.AddRange(TransitionOut(transform.gameObject, true));
                }
            }

            return transitionList;
        }
开发者ID:DanFlannel,项目名称:Pokemon_Battle_Simulator,代码行数:32,代码来源:TransitionHelper.cs


注:本文中的UnityEngine.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。