本文整理汇总了C#中UnityEngine.GameObject.SetLayerRecursively方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.SetLayerRecursively方法的具体用法?C# GameObject.SetLayerRecursively怎么用?C# GameObject.SetLayerRecursively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.SetLayerRecursively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: 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2: Init
public void Init(PlaceItemMaster master)
{
GameObject hc = new GameObject ("Handle Camera", typeof(HandleCameraSync));
layer = LayerMask.NameToLayer ("ItemHandle");
hcs = hc.GetComponent<HandleCameraSync> ();
hcs.master = master;
hcs.SetLayer (layer);
this.master = master;
this.movePref = master.movePref;
this.rotatePref = master.rotatePref;
this.scalePref = master.scalePref;
float trans = .8f;
xHandle = GameObject.Instantiate (movePref);
xHandle.GetComponent<Renderer> ().material.color = new Color (1, 0, 0, trans);
xHandle.gameObject.name = "X Handle";
yHandle = GameObject.Instantiate (movePref);
yHandle.GetComponent<Renderer> ().material.color = new Color (0, 1, 0, trans);
yHandle.gameObject.name = "Y Handle";
zHandle = GameObject.Instantiate (movePref);
zHandle.GetComponent<Renderer> ().material.color = new Color (0, 0, 1, trans);
zHandle.gameObject.name = "Z Handle";
xRotateHandle = GameObject.Instantiate (rotatePref);
xRotateHandle.GetComponent<Renderer> ().material.color = new Color (1, 0, 0, trans);
xRotateHandle.gameObject.name = "X Rotate Handle";
yRotateHandle = GameObject.Instantiate (rotatePref);
yRotateHandle.GetComponent<Renderer> ().material.color = new Color (0, 1, 0, trans);
yRotateHandle.gameObject.name = "Y Rotate Handle";
zRotateHandle = GameObject.Instantiate (rotatePref);
zRotateHandle.GetComponent<Renderer> ().material.color = new Color (0, 0, 1, trans);
zRotateHandle.gameObject.name = "Z Rotate Handle";
xHandle.SetLayerRecursively (layer);
yHandle.SetLayerRecursively (layer);
zHandle.SetLayerRecursively (layer);
xRotateHandle.SetLayerRecursively (layer);
yRotateHandle.SetLayerRecursively (layer);
zRotateHandle.SetLayerRecursively (layer);
}