unity中AddComponent<PictureSelect>是什么意思
时间: 2024-05-20 11:12:41 浏览: 5
在 Unity 中,`AddComponent<T>` 是一个函数,它的作用是在游戏对象上添加一个指定类型的组件。其中,`T` 是组件的类型,例如 `PictureSelect`。
所以,`AddComponent<PictureSelect>` 就是在当前游戏对象上添加一个 `PictureSelect` 组件,使得该游戏对象具有 `PictureSelect` 组件的功能和特性。
相关问题
unity RuntimeAnimatorController anim = (RuntimeAnimatorController)Resources.Load(strPath);//加载资源 Animator animator = newObject.AddComponent<Animator>(); newObject.GetComponent(animator).runtimeAnimatorController = anim;//赋值
在 Unity 中,如果你想要在运行时给一个 GameObject 添加 Animator 组件,并动态指定其使用的动画控制器,可以使用以下代码:
```csharp
// 加载要使用的动画控制器资源
RuntimeAnimatorController controller = Resources.Load<RuntimeAnimatorController>(strPath);
// 创建一个新的 GameObject
GameObject newObject = new GameObject();
// 为新 GameObject 添加 Animator 组件
Animator animator = newObject.AddComponent<Animator>();
// 将加载的动画控制器资源赋值给 Animator 组件
animator.runtimeAnimatorController = controller;
```
其中,strPath 是动画控制器资源的路径,需要根据实际情况进行修改。
需要注意的是,如果要将动画控制器资源赋值给 Animator 组件的 runtimeAnimatorController 属性,需要确保该属性对应的 AnimatorController 类型和加载的动画控制器资源类型相同,否则会出现类型不匹配的错误。在上面的代码示例中,我们使用了 RuntimeAnimatorController 类型的动画控制器资源,并将其赋值给了 Animator 组件的 runtimeAnimatorController 属性。如果你使用的是 AnimatorController 类型的动画控制器资源,则需要将代码中的 RuntimeAnimatorController 替换为 AnimatorController。
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);
}
}
}