当前位置: 首页>>代码示例>>C#>>正文


C# GameObject.GetComponentInParent方法代码示例

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


在下文中一共展示了GameObject.GetComponentInParent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: OnExit

 public virtual void OnExit(GameObject exited)
 {
     Entity e = exited.GetComponentInParent<Entity>();
     if (e)
     {
         entitiesInContact.Remove(e);
     }
 }
开发者ID:LuciusSixPercent,项目名称:Finsternis,代码行数:8,代码来源:TrapBehaviour.cs

示例2: Awake

        void Awake()
        {
            On("OnMainCameraChange");

            _healthContainer = GetComponentInChildren<Image>().gameObject;
            _healthContainer.GetComponentInParent<Canvas>().worldCamera = Camera.main;
            _rectTransform = _healthContainer.GetComponent<RectTransform>();
            _healthBar = _healthContainer.transform.FindChild("HealthBar").GetComponent<RectTransform>();
            _image = _healthBar.GetComponent<Image>();
            _krHealth = transform.GetComponentInParent<KRHealth>();
        }
开发者ID:HyroVitalyProtago,项目名称:KingdomsRebellion,代码行数:11,代码来源:HealthBar.cs

示例3: OnParticleCollision

		void OnParticleCollision(GameObject shooter) {
			//print ( "OnParticleCollision  " + other.transform.root.name + " ME : " + transform.root.name);

			shooterCombat = shooter.transform.root.GetComponent<Combat>();
		
			if (shooterCombat != myCombat && shooterCombat.isLocalPlayer) {
				shooterCombat.GiveDamage ( shooter.GetComponentInParent<Weapon>().damage , transform.root.name , DamageType.Smell , Vector3.zero , Vector2.zero );
				//myCombat.TakeDamage ( shooter.GetComponentInParent<Weapon>().damage , transform.root.name , DamageType.Smell , Vector3.zero , Vector2.zero );
			}
				
		}
开发者ID:Kundara,项目名称:project1,代码行数:11,代码来源:ParticleHitDetector.cs

示例4: OnTouch

 public virtual void OnTouch(GameObject touched)
 {
     Entity e = touched.GetComponentInParent<Entity>();
     if (e)
     {
         if (!entitiesInContact.Contains(e))
         {
             attack.Execute(DamageInfo.DamageType.physical, damageModifierOnTouch, e);
             entitiesInContact.Add(e);
             StartCoroutine(_OnContinuousTouch(e));
         }
     }
 }
开发者ID:LuciusSixPercent,项目名称:Finsternis,代码行数:13,代码来源:TrapBehaviour.cs

示例5: TryToPickup

		public bool TryToPickup(GameObject obj) {
			var new_item = obj.GetComponent<Rigidbody> ();
			if (new_item == null)
				new_item = obj.GetComponentInParent<Rigidbody> ();

			if (new_item != null && !new_item.isKinematic) {
				Pickup (new_item);
				return true;
			} else {
				Debug.Log ("Can't pick up " + obj.name);
				return false;
			}
		}
开发者ID:emccrckn,项目名称:DadSimulator,代码行数:13,代码来源:Hand.cs

示例6: GetActor

		protected IInteractionActor GetActor(GameObject other) {
			if (!_cachedActorMap.ContainsKey(other)) {
				// cache miss - grab from other object using GetComponent
				IInteractionActor actor = other.GetComponentInParent<IInteractionActor>();

				if (actor == null) {
					Debug.LogError("InteractionZone entered by GameObject without InteractionZoneActor script");
					return null;
				}
				
				_cachedActorMap[other] = actor;
			}
			
			return _cachedActorMap[other];
		}
开发者ID:cupsster,项目名称:DTExtrasModule,代码行数:15,代码来源:InteractionZoneController.cs

示例7: SetupObject

		private static void SetupObject(string objectName)
		{
			selectedObject = Selection.activeGameObject;
			theThing.name = objectName;

			if (selectedObject)
			{
				if (GameObject.Find(selectedObject.name))
				{
					if (selectedObject.GetComponentInParent<Canvas>())
						notCanvas = false;
					else
						notCanvas = true;
				}
				else
					notCanvas = true;
			}
			else
				notCanvas = true;

			if (notCanvas)
			{
				if (!GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>())
				{
					GameObject.Instantiate(AssetDatabase.LoadAssetAtPath("Assets/MaterialUI/ComponentPrefabs/EventSystem.prefab",
						typeof (GameObject))).name = "EventSystem";
				}

				if (GameObject.FindObjectOfType<Canvas>())
				{
					selectedObject = GameObject.FindObjectOfType<Canvas>().gameObject as GameObject;
				}
				else
				{
					selectedObject =
						GameObject.Instantiate(AssetDatabase.LoadAssetAtPath("Assets/MaterialUI/ComponentPrefabs/Canvas.prefab",
							typeof (GameObject))) as GameObject;
					selectedObject.name = "Canvas";
				}
			}

			theThing.transform.SetParent(selectedObject.transform);
			theThing.transform.localPosition = Vector3.zero;
			theThing.transform.localScale = new Vector3(1, 1, 1);
			Selection.activeGameObject = theThing;
		}
开发者ID:modulexcite,项目名称:MaterialUI,代码行数:46,代码来源:MaterialUIEditorTools.cs

示例8: GetItemInfo

        private ItemInfo GetItemInfo(GameObject selected)
        {
            if (selected == null) return null;

            foreach (var info in _items)
            {
                if (info.Control == selected)
                    return info;
            }

            //we only use the first parent, in the case of nested listboxes
            var parentItem = selected.GetComponentInParent<ListBoxItem>();
            var parent = parentItem == null ? null : parentItem.gameObject;
            foreach(var info in _items)
            {
                if (info.Control == parent)
                    return info;
            }

            return null;
        }
开发者ID:jbruening,项目名称:ugui-mvvm,代码行数:21,代码来源:ListBox.cs

示例9: Start

		void Start () {
			cameraAudio = GetComponent<AudioSource> ();

			parent = GameObject.Find("PlayerCam");
			cameraHeldUp   = new Vector3( 0.009f, 0.030f,-0.100f);
            cameraHeldDown = new Vector3( 0.293f,-0.499f, 0.300f);

			photoReview = false;

			// Set portrait lens
			/*curLens = GameObject.Find (currentLens);
			curLens.GetComponent<MeshRenderer> ().enabled = true;

			parent.GetComponentInParent<DepthOfField> ().focalSize = curLens.GetComponent<Lens> ().focalSize;
			parent.GetComponentInParent<DepthOfField> ().focalLength = curLens.GetComponent<Lens> ().focalDistance;
			parent.GetComponentInParent<Camera> ().fieldOfView = curLens.GetComponent<Lens> ().fieldOfView;
*/
			FilterPrefab.SetActive (false);

			lensIter = 0;
			filterIter = 0;

			memCardReader = GameObject.Find("/MemoryCardManager").GetComponent<MemoryCardReader>();

			PlayerProfile.profile.load ();
			currentLens = PlayerProfile.profile.lensesInBag[0];
			curLens = GameObject.Find (currentLens);
			curLens.GetComponent<MeshRenderer> ().enabled = true;

			parent.GetComponentInParent<DepthOfField> ().focalSize = curLens.GetComponent<Lens> ().focalSize;
			parent.GetComponentInParent<DepthOfField> ().focalLength = curLens.GetComponent<Lens> ().focalDistance;
			parent.GetComponentInParent<Camera> ().fieldOfView = curLens.GetComponent<Lens> ().fieldOfView;
			/*foreach (string s in PlayerProfile.profile.lensesInBag) {
				Debug.Log ("Lens " + s);
			}
			foreach (string s in PlayerProfile.profile.filtersInBag) {
				Debug.Log ("Filters " + s);
			}*/
		}
开发者ID:SamReha,项目名称:SnapshotGame,代码行数:39,代码来源:SnapshotCam.cs

示例10: DoCollide

        private void DoCollide(GameObject collidedObject)
        {
            Collider other = collidedObject.GetComponent<Collider>();
            if (ignoreColliders != null && ignoreColliders.Contains(other))
                return;

            IInteractable interactable = collidedObject.GetComponentInParent<IInteractable>();

            if (interactable != null)
            {
                if (interactable is Entity)
                {
                    CharController controller = collidedObject.GetComponent<CharController>();
                    if (controller) controller.Hit();
                }

                float strBonus = str ? str.Value * 0.5f : 0;
                AttackAction attack = owner.GetComponent<AttackAction>();

                if (attack)
                    attack.Execute(strBonus, interactable);
            }
            SimulateImpact(collidedObject, impactMultiplier, true);
        }
开发者ID:LuciusSixPercent,项目名称:Finsternis,代码行数:24,代码来源:PhysicalAttackHandler.cs

示例11: setupTextButtonBoard

        /// <summary>
        /// Create the content of a board, which content is a set of TextButton.
        /// </summary>
        /// <param name="texts">The text array should be displayed on a set of TextButtons</param>
        /// <param name="buttonPrefab">prefab of the TextButton, which could be customized by developers</param>
        /// <param name="contentGameObject">parent GameObject that the created a set of TextButtons should be child of</param>
        /// <param name="toBottom">whether the content of board should scroll to bottom when shown</param>
        /// <param name="onclick">function to be called when responding TextButton is clicked</param>
        /// <param name="parameters">parameter array should be attached to the TextButton and would be passed to the on click function</param>
        public void setupTextButtonBoard(List<string> texts, GameObject buttonPrefab, GameObject contentGameObject, bool toBottom, UnityAction<bool, System.Object> onclick, List<System.Object> parameters)
        {
            //Destroy all previous text buttons
            for (int i = 0; i < contentGameObject.transform.childCount; i++) {
                GameObject.Destroy(contentGameObject.transform.GetChild(i).gameObject);
            }

            //Create a list of log text button
            List<GameObject> textButtons = new List<GameObject>();
            for (int i = 0; i < texts.Count; i++) {
                GameObject newTextButton = this.createTextButton(texts[i], buttonPrefab, contentGameObject, onclick, parameters[i]);
                if (textButtons.Count > 0) {
                    newTextButton.transform.localPosition = textButtons[textButtons.Count - 1].transform.localPosition;
                    newTextButton.transform.localPosition = new Vector3(newTextButton.transform.localPosition.x,
                                                                    newTextButton.transform.localPosition.y - newTextButton.GetComponent<RectTransform>().rect.height*1f,
                                                                    newTextButton.transform.localPosition.z);
                }
                textButtons.Add(newTextButton);
            }

            //Resize the backLogText
            float height = (textButtons.Count + 1) * textButtons[0].GetComponent<RectTransform>().rect.height;
            float width = contentGameObject.GetComponent<RectTransform>().rect.width;
            contentGameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(width, height);

            //Scroll to the bottom
            if (toBottom) {
                contentGameObject.GetComponentInParent<ScrollRect>().normalizedPosition = new Vector2(0, 0);
            }
        }
开发者ID:kesumu,项目名称:dokidoki,代码行数:39,代码来源:WorldControl.cs

示例12: ExtractRootParentFrom

 GameObject ExtractRootParentFrom(GameObject theObject)
 {
     // try to get the player GameObject from this Flowchart's GameObject
     Persona personaScript = theObject.GetComponent<Persona>();
     // if it wasn't there
     if (personaScript == null)
     {
         // try to get the Persona from this flowchart's parents
         personaScript = theObject.GetComponentInParent<Persona>();
     }
     // if we found the Persona component
     if (personaScript != null)
     {   // return it's GameObject
         return personaScript.gameObject;
     }
     // couldn't find it (this is an error
     Debug.LogError("Couldn't find root parent object");
     return null;
 }
开发者ID:abstractmachine,项目名称:Fungus-3D-Template,代码行数:19,代码来源:Persona.cs

示例13: MouseClick

        public virtual void MouseClick(GameObject hitGameObject, Vector3 hitPoint, Player player)
        {
            if (isSelected == false)
            {
                return;
            }
            if (hitGameObject == null)
            {
                return;
            }
            bool isGround = hitGameObject.CompareTag(Tags.GROUND);
            if (isGround == true)
            {
                return;
            }

            Destructible hitEntity = hitGameObject.GetComponentInParent<Destructible>();
            if (hitEntity == null)
            {
                return;
            }
            if (hitEntity == this)
            {
                return;
            }

            bool readyToAttack = IsAbleToAttack();
            if (readyToAttack == false)
            {
                ChangeSelection(hitEntity, player);
                return;
            }

            if (hitEntity.MaxHitPoints == 0)
            {
                ChangeSelection(hitEntity, player);
                return;
            }

            Player hitEntityOwner = hitEntity.Owner;
            if (hitEntityOwner != null)
            {
                bool samePlayer = Owner.PlayerId == hitEntityOwner.PlayerId;
                if (samePlayer == true)
                {
                    ChangeSelection(hitEntity, player);
                    return;
                }
            }

            SetAttackTarget(hitEntity);
        }
开发者ID:Blkx-Darkreaper,项目名称:Unity,代码行数:52,代码来源:Selectable.cs

示例14: Loot

 public Loot(GameObject agent, GameObject cell)
     : base(agent, TaskType.Loot)
 {
     this.cell = cell;
     hive = cell.GetComponentInParent<HiveWarehouse>();
 }
开发者ID:silverweed,项目名称:colony,代码行数:6,代码来源:Loot.cs

示例15: GetPartByGameObject

 /// <summary>
 /// Finds the part by the GameObject belongs to.
 /// </summary>
 /// <param name="gameObject">GameObject of a part</param>
 /// <returns>the part</returns>
 /// <remarks>Thanks goes to xEvilReeperx! :-)</remarks>
 /// <see cref="http://forum.kerbalspaceprogram.com/threads/7544-The-official-unoffical-help-a-fellow-plugin-developer-thread?p=2124761&viewfull=1#post2124761"/>
 public Part GetPartByGameObject(GameObject gameObject)
 {
     return gameObject.GetComponentInParent<Part>();
 }
开发者ID:Aqua-KSP,项目名称:MagneticEVA,代码行数:11,代码来源:MagneticBootsModule.cs


注:本文中的UnityEngine.GameObject.GetComponentInParent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。