对以下代码进行注释 GameObject uicanvas = GameObject.Find("Canvas"); foreach (Transform t in uicanvas.transform.GetComponentsInChildren<Transform>()) { if (t.name.CompareTo("txt_hiscore") == 0) { txt_hiscore = t.GetComponent<Text>(); txt_hiscore.text = "High Score" + m_hiscore; } else if (t.name.CompareTo("txt_life") == 0) { txt_life = t.GetComponent<Text>(); } else if (t.name.CompareTo("txt_score") == 0) { txt_score = t.GetComponent<Text>(); } }
时间: 2024-02-14 18:15:40 浏览: 142
这段代码的作用是在场景中查找名为"Canvas"的对象,然后通过遍历该对象下的所有子物体,找到三个名字分别为"txt_hiscore"、"txt_life"和"txt_score"的子物体,并获取它们的Text组件。然后根据组件的不同,对它们进行不同的操作。
具体注释如下:
```csharp
// 查找名为"Canvas"的游戏对象
GameObject uicanvas = GameObject.Find("Canvas");
// 遍历"Canvas"下的所有子物体
foreach (Transform t in uicanvas.transform.GetComponentsInChildren<Transform>())
{
// 如果子物体名字为"txt_hiscore"
if (t.name.CompareTo("txt_hiscore") == 0)
{
// 获取Text组件,并赋值给txt_hiscore变量
txt_hiscore = t.GetComponent<Text>();
// 设置txt_hiscore的text属性,显示"High Score"和m_hiscore
txt_hiscore.text = "High Score" + m_hiscore;
}
// 如果子物体名字为"txt_life"
else if (t.name.CompareTo("txt_life") == 0)
{
// 获取Text组件,并赋值给txt_life变量
txt_life = t.GetComponent<Text>();
}
// 如果子物体名字为"txt_score"
else if (t.name.CompareTo("txt_score") == 0)
{
// 获取Text组件,并赋值给txt_score变量
txt_score = t.GetComponent<Text>();
}
}
```
该代码通常用于在游戏中更新UI元素的显示内容。首先通过查找Canvas对象来定位UI元素,然后遍历所有子物体来查找需要更新的UI元素,最后获取UI元素的Text组件,修改其text属性来更新UI的显示内容。
阅读全文