这段代码是什么意思 void Start() { GameObject obj = gameObject.GetComponent<GameObject>(); // 获取父对象 Transform parent = obj.transform; // 遍历父对象的所有子对象 foreach (Transform child in parent) { // 添加 MeshCollider 组件 MeshCollider meshCollider = child.gameObject.AddComponent<MeshCollider>(); // 打勾触发器 meshCollider.convex = true; meshCollider.isTrigger = true; } }
时间: 2024-02-10 11:34:48 浏览: 102
这段代码的作用是在一个游戏对象的所有子对象上添加MeshCollider组件,并打开触发器开关,让这些物体成为可触发的物体。具体来说,它首先获取当前脚本所在的游戏对象,然后获取该游戏对象的Transform组件,遍历其所有子对象,并为每个子对象添加MeshCollider组件,并将convex和isTrigger属性设置为true。这段代码一般用于制作碰撞检测或触发器检测的物体。
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public GameObject img1; public GameObject img2; public GameObject img3; public GameObject MOve; public GameObject Rotate; public GameObject Scale; public void Move() { if(MOve.GetComponent<MOVEWIN>().enabled == false) { img1.SetActive(true); MOve.GetComponent<MOVEWIN>().enabled = true; img2.SetActive(false); Rotate.GetComponent<Rotet>().enabled = false; img3.SetActive(false); GameObject[] enemies = GameObject.FindGameObjectsWithTag("MOVEWIN"); foreach (GameObject Scale in enemies) { Destroy(Scale.GetComponent<Scale>()); } } else { img1.SetActive(false); MOve.GetComponent<MOVEWIN>().enabled = false; } } public void Rota() { if (Rotate.GetComponent<Rotet>().enabled == false) { img2.SetActive(true); Rotate.GetComponent<Rotet>().enabled = true; img1.SetActive(false); MOve.GetComponent<MOVEWIN>().enabled = false; img3.SetActive(false); GameObject[] enemies = GameObject.FindGameObjectsWithTag("MOVEWIN"); foreach (GameObject Scale in enemies) { Destroy(Scale.GetComponent<Scale>()); } } else { img2.SetActive(false); Rotate.GetComponent<Rotet>().enabled = false; } } public void Scalse() { GameObject[] enemies = GameObject.FindGameObjectsWithTag("MOVEWIN"); foreach (GameObject Scale in enemies) { if (Scale.GetComponent<Scale>() == null) { img3.SetActive(true); Scale.AddComponent<Scale>(); img1.SetActive(false); MOve.GetComponent<MOVEWIN>().enabled = false; img2.SetActive(false); Rotate.GetComponent<Rotet>().enabled = false; unity 整理代码 功能不变 缩短
public GameObject img1, img2, img3, MOve, Rotate, Scale;
public void Move()
{
if (MOve.GetComponent<MOVEWIN>().enabled == false)
{
img1.SetActive(true);
MOve.GetComponent<MOVEWIN>().enabled = true;
img2.SetActive(false);
Rotate.GetComponent<Rotet>().enabled = false;
img3.SetActive(false);
DestroyExistingComponentsWithTag("MOVEWIN", typeof(Scale));
}
else
{
img1.SetActive(false);
MOve.GetComponent<MOVEWIN>().enabled = false;
}
}
public void Rota()
{
if (Rotate.GetComponent<Rotet>().enabled == false)
{
img2.SetActive(true);
Rotate.GetComponent<Rotet>().enabled = true;
img1.SetActive(false);
MOve.GetComponent<MOVEWIN>().enabled = false;
img3.SetActive(false);
DestroyExistingComponentsWithTag("MOVEWIN", typeof(Scale));
}
else
{
img2.SetActive(false);
Rotate.GetComponent<Rotet>().enabled = false;
}
}
public void Scalse()
{
DestroyExistingComponentsWithTag("MOVEWIN", typeof(Scale));
if (Scale == null)
{
img3.SetActive(true);
Scale.AddComponent<Scale>();
img1.SetActive(false);
MOve.GetComponent<MOVEWIN>().enabled = false;
img2.SetActive(false);
Rotate.GetComponent<Rotet>().enabled = false;
}
}
void DestroyExistingComponentsWithTag(string tag, System.Type type)
{
GameObject[] existingObjects = GameObject.FindGameObjectsWithTag(tag);
foreach (GameObject obj in existingObjects)
{
Component component = obj.GetComponent(type);
if (component != null)
{
Destroy(component);
}
}
}
void Start() { content = GameObject.Find("Canvas/Inventory/Viewport/Content"); UIBind.BindClick(btn_pickup, OnClickPickUp); } void OnClickPickUp() { Sprite sprite = sprites[Random.Range(0,sprites.Length)]; if (itemsDic.ContainsKey(sprite.name)) { itemsDic[sprite.name]++; objsDic[sprite.name].transform.Find("num").GetComponent<Text>().text = "x" + itemsDic[sprite.name].ToString(); } else { itemsDic.Add(sprite.name, 1); GameObject obj = Instantiate(item, content.transform); Image image = obj.transform.Find("slot").GetComponent<Image>(); image.sprite = sprite; Text text = obj.transform.Find("num").GetComponent<Text>(); text.text = "x" + itemsDic[sprite.name].ToString(); ; obj.GetComponentInChildren<Button>().onClick.AddListener(delegate() { OnClickUse(obj, sprite.name, text); }); objsDic.Add(sprite.name, obj); } }
看起来你的代码是尝试在点击按钮时将一个物品添加到物品栏中。在 OnClickPickUp() 函数中,你首先从 sprites 数组中随机选择一个 sprite,然后检查 itemsDic 字典中是否已经存在该 sprite,如果是则增加数量,否则新建一个物品槽,并将其加入到 content 中。在新建物品槽时,你设置了其图像为选定的 sprite,数量为1,并添加了一个 OnClickUse() 函数的监听器。
但是在这段代码中,我们看不出具体的 NullReferenceException 错误。你能否提供更多的信息,比如错误堆栈以及哪一行代码抛出了异常?这样才能更准确地找出问题所在。
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