本文整理汇总了C#中UnityEngine.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类UnityEngine.GameObject
的用法示例。
在下文中一共展示了GameObject.SetActive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: Char_Con
public static IEnumerator Char_Con(GameObject obj) {
Debug.Log("delete");
obj.SetActive(false);
yield return new WaitForSeconds(watetime);
obj.SetActive(true);
}
示例2: PauseGame
void PauseGame(bool isPaused, GameObject pausemenu)
{
isPaused = !isPaused;
if (isPaused)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
Time.timeScale = 0;
pausemenu.SetActive(isPaused);
glock.enabled = false;
gunShot.enabled = false;
}
else
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Time.timeScale = 1;
pausemenu.SetActive(isPaused);
glock.enabled = true;
gunShot.enabled =true;
}
}
示例3: Start
// Use this for initialization
void Start () {
PlayerProfile.profile.load();
uploadedPhotoScreen = GameObject.FindGameObjectWithTag ("postedscreen");
uploadQueueScreen = GameObject.Find ("PanelUploads");
photoPanel = GameObject.FindGameObjectWithTag ("photopanel");
blogNameText = GameObject.FindGameObjectWithTag ("blogname").GetComponent<Text>();
namePrompt = GameObject.FindGameObjectWithTag ("blogprompt");
nameChangeScreen = GameObject.FindGameObjectWithTag ("changenamescreen");
name_field = namePrompt.GetComponentInChildren<InputField> ();
seenSecondScreen = PlayerProfile.profile.blogNameChangeTipSeen;
blogSource = GetComponent<AudioSource> ();
scrollBarPostedPhotos = GameObject.Find ("ScrollViewPostedPhotos").GetComponentInChildren<Scrollbar> ();
postedPhotosSR = GameObject.Find ("ScrollViewPostedPhotos").GetComponentInChildren<ScrollRect> ();
postedPhotosSR.movementType = ScrollRect.MovementType.Clamped;
scrollBarPostedPhotos.value = 1f;
if (!PlayerProfile.profile.blogNamed) {
namePrompt.SetActive(true);
nameChangeScreen.SetActive (false);
} else {
namePrompt.SetActive (false);
nameChangeScreen.SetActive (false);
}
photoPanel.SetActive (false);
blogSource.ignoreListenerPause = true;
blogSource.Play();
pathToPostedPhotos = Application.dataPath + "/Resources/PostedImages/";
pathToUploadQueue = Application.dataPath + "/Resources/UploadQueue/";
if (nothingToUpload ()) {
uploadQueueScreen.SetActive (false);
}
}
示例4: ToggleActive
// Toggle UI panels between active and inactive
public void ToggleActive(GameObject obj)
{
Debug.Log("ToggleActive: " + obj.name);
if (!obj.activeSelf)
{
obj.SetActive(true);
_activePanels++;
if (!_UIActive)
{
ToggleUIMode();
}
}
else if (obj.activeSelf)
{
if (obj == _UIPanels[1])
{
ClearPanel(_UIPanels[1].transform.FindChild(ITEM_PANEL));
}
obj.SetActive(false);
_activePanels--;
if (_UIActive && _activePanels <= 0)
{
ToggleUIMode();
}
}
}
示例5: startPageActions
IEnumerator startPageActions(GameObject instructionText, float initialDelay, onStartPageActionsCompleteCB onStartPageActionsComplete)
{
m_gestureSphere.transform.position = new Vector3(0.0f + m_pageScale.x / 3, 0.0f, kSphereZPos);
Vector3 moveToPos = new Vector3((0.0f - m_pageScale.x / 3) / transform.localScale.x, 0.0f, kSphereZPos);
Vector3 originalTextScale = instructionText.transform.localScale;
yield return StartCoroutine(Actions.Wait(initialDelay));
// Instruction text actions
instructionText.transform.localScale = Vector3.zero;
instructionText.SetActive(true);
StartCoroutine(instructionText.transform.ScaleTo(originalTextScale, 0.75f, EaseType.CubeOut));
yield return StartCoroutine(Actions.Wait(1.0f));
// Sphere Actions
m_gestureSphere.SetActive(true);
StartCoroutine(m_gestureSphere.transform.ScaleTo(new Vector3(1.0f / transform.localScale.x, 1.0f / transform.localScale.y, 1.0f / transform.localScale.z), 0.75f, EaseType.BackOut));
yield return StartCoroutine(Actions.Wait(1.25f));
StartCoroutine(m_gestureSphere.transform.MoveTo(moveToPos, 1.5f, EaseType.SineInOut));
yield return StartCoroutine(Actions.Wait(2.75f));
StartCoroutine(m_gestureSphere.transform.ScaleTo(Vector3.zero, 0.75f, EaseType.CubeIn));
StartCoroutine(instructionText.transform.ScaleTo(Vector3.zero, 0.75f, EaseType.CubeIn));
yield return StartCoroutine(Actions.Wait(0.75f));
m_gestureSphere.SetActive(false);
instructionText.SetActive(false);
instructionText.transform.localScale = originalTextScale;
onStartPageActionsComplete();
yield return 0;
}
示例6: Start
IEnumerator Start()
{
// Titleゲームオブジェクトを検索し取得する
title = GameObject.Find ("Title");
while (true) {
//タイトルを表示し、xキーが押されるまで待機する
title.SetActive (true);
while (Input.GetKeyDown (KeyCode.X) == false) {
yield return null;
}
// ゲームスタート時に、タイトルを非表示にしてプレイヤーを作成する
title.SetActive (false);
IsPlaying = true;
Instantiate (player, player.transform.position, player.transform.rotation);
// ゲームオーバーになるまで待機する
while (IsPlaying == true) {
yield return null;
}
// ゲームオーバー時データを保存する
FindObjectOfType<Score> ().Save ();
}
}
示例7: EditorModel
public EditorModel(GameObject assetPrefab)
{
prefab = assetPrefab;
saveAssetFolder = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(prefab));
assetInstance = GameObject.Instantiate(assetPrefab) as GameObject;
assetInstance.name = assetPrefab.name;
assetInstance.SetActive(true);
// Check for LocalSettings on the prefab and use that if possible
LocalSettings = assetInstance.GetComponentInChildren<LocalSettings>();
if (LocalSettings != null) {
UseLocalSettings = true;
BlobModel = assetInstance.AddComponent<ABlobModel>().InitWithExistingBlob(LocalSettings.gameObject);
} else {
Mesh blobMesh = AssetDatabase.LoadAssetAtPath("Assets/BlobOMatic/BlobMesh.asset", typeof(Mesh)) as Mesh;
BlobModel = assetInstance.AddComponent<ABlobModel>().Init(blobMesh);
if (!ICanHasShadow) return; // Not a valid model, bugger off!
LocalSettings = BlobModel.BlobRenderer.gameObject.AddComponent<LocalSettings>().CopyGlobalSettings();
saveAssetFolder += "/" + prefab.name + "WithBlob";
}
// Collect original layers and set everything to blob layer
foreach (Transform t in assetInstance.GetComponentsInChildren<Transform>(true))
originalLayers[t.gameObject] = t.gameObject.layer;
assetInstance.SetLayerRecursively(BlobOMatic.EditorLayer);
assetInstance.SetActive(false);
assetInstance.SetHideFlagsRecursively(HideFlags.HideAndDontSave);
RenderBlob();
}
示例8: LoadGameObject
public void LoadGameObject(string name)
{
specialPrefab = (GameObject)Resources.Load("Prefabs/" + name);
specialInstance = (GameObject)Instantiate(specialPrefab);
specialInstance.transform.parent = gameObject.transform.parent;
switch (playerInfo.charEnum)
{
case CharacterEnum.Tesla:
specialInstance.GetComponent<WeaponSpecialTeslaLogic>().SetUpVariables(playerBase, bulletManager, weaponBase);
specialInstance.SetActive(false);
break;
case CharacterEnum.Curie:
specialInstance.GetComponent<WeaponSpecialCurieLogic>().SetUpVariables(playerBase, bulletManager);
specialInstance.SetActive(false);
break;
case CharacterEnum.DaVinci:
specialInstance.GetComponent<WeaponSpecialDaVinciLogic>().SetUpVariables(playerBase, bulletManager, weaponBase);
//specialInstance.GetComponent<WeaponSpecialTeslaLogic>().SetUpVariables(playerBase, bulletManager, weaponBase);
break;
case CharacterEnum.Einstein:
specialInstance.GetComponent<WeaponSpecialEinsteinLogic>().SetUpVariables(playerBase, bulletManager);
specialInstance.SetActive(false);
break;
case CharacterEnum.Nobel:
specialInstance.GetComponent<WeaponSpecialNobelLogic>().SetUpVariables(playerBase, bulletManager, weaponBase);
break;
}
}
示例9: SetActiveAnimated
/// <summary>
/// Set the active state and trigger animation update.
/// </summary>
/// <param name="gameObject"></param>
/// <param name="value"></param>
public static IEnumerator SetActiveAnimated(GameObject gameObject, bool value)
{
Animator animator = gameObject.GetComponent<Animator>();
if (value)
{
gameObject.SetActive(true);
animator.Play("NotActive");
animator.SetBool("Active", true);
}
else
{
animator.SetBool("Active", false);
bool closedStateReached = false;
while (!closedStateReached)
{
if (!animator.IsInTransition(0))
closedStateReached = animator.GetCurrentAnimatorStateInfo(0).IsName("NotActive");
yield return new WaitForEndOfFrame();
}
gameObject.SetActive(false);
}
}
示例10: ClickSetBtn
public void ClickSetBtn(GameObject btn,GameObject panel)
{
if (isSetShow)
{
iTween.MoveTo(btn, iTween.Hash
(
"position", oldPos,
"time", 0.5f,
"islocal", true
)
);
isSetShow = false;
panel.SetActive(false);
}
else
{
iTween.MoveTo(btn, iTween.Hash
(
"position", newPos,
"time", 0.5f,
"islocal", true
)
);
isSetShow = true;
panel.SetActive(true);
}
}
示例11: Respawn
IEnumerator Respawn(float delay, GameObject obj)
{
obj.SetActive (false);
yield return new WaitForSeconds (delay);
obj.SetActive (true);
Debug.Log ("I live again!");
}
示例12: multiTouchPageActions
IEnumerator multiTouchPageActions(GameObject instructionText, float initialDelay)
{
Vector3 originalTextScale = instructionText.transform.localScale;
Vector3 originalTouchCountScale = m_touchesLbl.transform.localScale;
yield return StartCoroutine(Actions.Wait(initialDelay));
// Instruction text actions
instructionText.transform.localScale = Vector3.zero;
instructionText.SetActive(true);
StartCoroutine(instructionText.transform.ScaleTo(originalTextScale, 0.75f, EaseType.CubeOut));
m_touchesLbl.transform.localScale = Vector3.zero;
m_touchesLbl.SetActive(true);
yield return StartCoroutine(Actions.Wait(0.75f));
m_gesturesEnabled = true;
StartCoroutine(m_touchesLbl.transform.ScaleTo(originalTextScale, 0.75f, EaseType.CubeOut));
yield return StartCoroutine(Actions.Wait(3.0f));
StartCoroutine(instructionText.transform.ScaleTo(Vector3.zero, 0.75f, EaseType.CubeIn));
yield return StartCoroutine(Actions.Wait(0.75f));
instructionText.SetActive(false);
instructionText.transform.localScale = originalTextScale;
yield return 0;
}
示例13: ImageCoroutine
IEnumerator ImageCoroutine(GameObject image, float delta, int destination, bool active)
{
if (actionLocked) { yield break; }
else { actionLocked = true; }
image.SetActive(true);
Color color = image.GetComponent<Image>().color;
while (true)
{
if ((delta < 0 && image.GetComponent<Image>().color.a <= destination) ||
(delta > 0 && image.GetComponent<Image>().color.a >= destination))
break;
color.a += delta;
image.GetComponent<Image>().color = color;
color = image.GetComponent<Image>().color;
yield return null;
}
color.a = destination;
image.GetComponent<Image>().color = color;
image.SetActive(active);
actionLocked = false;
yield break;
}
示例14: PopEffect
private IEnumerator PopEffect(GameObject _obj) {
_obj.SetActive(true);
_obj.transform.localScale = Vector2.zero;
Image img = _obj.GetComponent<Image>();
// Text text = _obj.transform.Find("Text").GetComponent<Text>();
float ft = 0.0f;
float fV = 0.0f;
float _time = 0.15f;
Color orgImgColor = img.color;
// Color orgTextColor = text.color;
do
{
ft = Mathf.SmoothDamp(ft, 1.0f, ref fV, _time); // 0 ~ 1
_obj.transform.localScale = Vector2.Lerp(Vector2.zero, Vector2.one, ft);
Color color = Color.Lerp(Color.clear, orgImgColor, ft);
img.color = color;
// text.color = color;
yield return null;
} while (ft < 0.95f);
img.color = orgImgColor;
// text.color = orgTextColor;
yield return new WaitForSeconds(0.3f);
_obj.SetActive(false);
}
示例15: get_menu
public void get_menu(GameObject g)
{
if (g.activeSelf)
g.SetActive (false);
else
g.SetActive (true);
}