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C# Component.GetComponentsInParent方法代码示例

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


在下文中一共展示了Component.GetComponentsInParent方法的1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: GetContextType

        /// <summary>
        ///   Returns the context type for the specified component. The hierarchy is searched and the type of first
        ///   found context is returned.
        ///   Considers <see cref="MasterPath" /> behaviours.
        /// </summary>
        /// <param name="targetObject">Component to get context type for.</param>
        /// <returns>Type of context for specified component.</returns>
        public static Type GetContextType(Component targetObject)
        {
            // Find first context holder.
            var contextHolders = targetObject != null ? targetObject.GetComponentsInParent<ContextHolder>(true) : null;
            if (contextHolders == null || contextHolders.Length == 0)
            {
                return null;
            }

            var contextHolder = contextHolders[0];
            if (contextHolder.ContextType == null)
            {
                return null;
            }

            // Consider master paths.
            var currentTargetObject = targetObject.transform.parent;
            var masterPaths = new Stack<string>();
            while (currentTargetObject != null)
            {
                // Check for master path.
                var masterPath = currentTargetObject.GetComponent<MasterPath>();
                if (masterPath != null)
                {
                    masterPaths.Push(masterPath.Path);
                }

                // Break if context holder reached.
                if (currentTargetObject.gameObject == contextHolder.gameObject)
                {
                    break;
                }

                currentTargetObject = currentTargetObject.transform.parent;
            }

            // Go down into sub contexts depending on master paths.
            var contextType = contextHolder.ContextType;
            while (masterPaths.Count > 0)
            {
                var masterPath = masterPaths.Pop();
                contextType = GetSubContextType(contextType, masterPath);
            }

            return contextType;
        }
开发者ID:Niller,项目名称:TurnBasedRPGEngine,代码行数:53,代码来源:ContextTypeEditorUtils.cs


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