roots | 将开始执行搜索的对象数组。 |
Object[] 在层级上与搜索数组关联的对象数组。
收集层级视图中以每个指定对象为根对象的所有对象。
This is most useful for linearizing entire GameObject hierarchies including all their components.
Note that the traversal will not include assets referenced from within the hierarchy. For example, having a MeshFilter component in the hierarchy will not cause the referenced Mesh to be included in the resulting list.
using UnityEngine; using UnityEditor;
public class CollectHierarchyExample : MonoBehaviour { void Start() { // Create two GameObjects GameObject parent = new GameObject(); GameObject child = new GameObject(); Object[] roots = new Object[] { parent };
// Name them parent.name = "Parent"; child.name = "Child";
// Make one a child of the other. child.transform.parent = parent.transform;
// Collect entire hierarchy Object[] result = EditorUtility.CollectDeepHierarchy(roots);
// Dump results. Will log four objects to the console; // two GameObjects ("Parent" and "Child") and two Transform // components (one belonging to "Parent" and one belonging to // "Child") foreach (Object obj in result) Debug.Log(obj); } }