type | 要检索的组件的类型。 |
includeInactive | 在发现结果集内是否应包含非活动 GameObject 上的组件? |
返回 GameObject 或其任何子项中类型为 type
的所有组件。
组件搜索是在子对象上以递归方式执行的,因此包含子项的子项,依此类推。
using UnityEngine;
public class GetComponentsInChildrenExample : MonoBehaviour
{
void Start()
{
Component[] hingeJoints;
hingeJoints = GetComponentsInChildren(typeof(HingeJoint));
if (hingeJoints != null)
{
foreach (HingeJoint joint in hingeJoints)
joint.useSpring = false;
}
else
{
// Try again, looking for inactive GameObjects
Component[] hingesInactive = GetComponentsInChildren(typeof(HingeJoint), true);
foreach (HingeJoint joint in hingesInactive)
joint.useSpring = false;
}
}
}
includeInactive | 在发现结果集内是否应包含非活动 GameObject? |
T[] 匹配指定类型的所有已发现组件的列表。
通用版本。有关更多详细信息,请参阅通用函数页面。
using UnityEngine;
public class GetComponentsInChildrenExample : MonoBehaviour
{
void Start()
{
HingeJoint[] hingeJoints;
hingeJoints = GetComponentsInChildren<HingeJoint>();
if (hingeJoints != null)
{
foreach (HingeJoint joint in hingeJoints)
joint.useSpring = false;
}
else
{
// Try again, looking for inactive GameObjects
HingeJoint[] hingesInactive = GetComponentsInChildren<HingeJoint>(true);
foreach (HingeJoint joint in hingesInactive)
joint.useSpring = false;
}
}
}
results | 用于接收找到的组件的列表。 |
includeInactive | 在发现结果集内是否应包含非活动 GameObject? |
将找到的所有组件均返回到 List results
中。
using UnityEngine;
using System.Collections.Generic;
public class GetComponentsInChildrenExample : MonoBehaviour
{
void Start()
{
List<HingeJoint> hingeJoints = new List<HingeJoint>();
GetComponentsInChildren<HingeJoint>(false, hingeJoints);
if (hingeJoints != null)
{
foreach (HingeJoint joint in hingeJoints)
joint.useSpring = false;
}
else
{
// Try again, looking for inactive GameObjects
List<HingeJoint> hingesInactive = new List<HingeJoint>();
GetComponentsInChildren<HingeJoint>(true, hingesInactive);
foreach (HingeJoint joint in hingesInactive)
joint.useSpring = false;
}
}
}