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我觉得Unity里面的Transform 和 GameObject就像两个双胞胎兄弟一样,这俩哥们很要好,我能直接找到你,你也能直接找到我.我看很多人喜欢在类里面去保存GameObject对象.解决GameObject.Find()无法获取天生activie = false的问题.     private GameObject root ; 我觉得你最好不要保存GameObject ,而是去保存Transform ,因为Transform下的方法要比GameObject多,使用频率也要高很多.…
如果想获取一级子节点 foreach (Transform child in this.transform) { Debug.Log(child.name); } 如果想获取所有子节点 foreach (Transform child in gameObject.GetComponentsInChildren<Transform>()) { Debug.Log(child.name); } 这样会包括所有带有transform属性的子节点. 在unityAPI中也有介绍 public clas…
获取当前鼠标position:Input.mousePosition;…
先从缓存中获取,如果获取不到,则从包中获取. 如下: public static string GetAssetBundlePath(string path) { // 先尝试从 persist 目录加载 if (GameConfig.HotPatching) { getPathResult.Length = ; getPathResult.Append(BundleDownloader.Folder); getPathResult.Append("/"); getPathResult…
2021-10-20 10:42:16 #region 模块信息 // ********************************************************************** // Copyright (C) 2019 jiamiantech // Please contact me if you have any questions // File Name: Recording // Author: romantic // WeChat||QQ: at8…
using System; using System.Collections.Generic; using UnityEngine; public class Debugger : MonoBehaviour {     void Start()     {         timeleft = updateInterval;     }     void Update()     {         UpdateUsed();         UpdateFPS();     }     //…
private List<string> Date; private List<string> Day; private string now; private WMG_Axis_Graph m_WMG_Axis_Graph; void Start () { Date = new List<string>(); Day = new List<string>(); ; i >= ; i--) { string date = getDateCon(now,…
CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows vertex:vert struct Input { float2 uv_MainTex; float3 worldPos; float4 modelPos_; }; void vert(inout appdata_…
Network.Player.ipAddress这个API在Unity2018被移除了 用如下代码 using System.Net; using System.Net.NetworkInformation; using System.Net.Sockets; using UnityEngine; public class IPManager { public static string GetIP(ADDRESSFAM Addfam) { //Return null if ADDRESSFAM…
Component[] componments2 = gameObject.GetComponents<Component>(); Debug.Log("componments2的长度:" + componments2.Length); ; i < componments2.Length; i++) { Debug.Log("组件的名字:" + componments2[i]); //componments2[i] 是拿到组件的名字, compon…