Version: 2017.2

GameObject.activeInHierarchy

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public bool activeInHierarchy ;

描述

Is the GameObject active in the scene?

This lets you know if a gameObject is active in the game. That is the case if its GameObject.activeSelf property is enabled, as well as that of all it's parents.

//This script shows how the activeInHierarchy state changes depending on the active state of the GameObject’s parent

using UnityEngine;

public class ActiveInHierarchyExample : MonoBehaviour { //Attach these in the Inspector public GameObject m_ParentObject, m_ChildObject; //Use this for getting the toggle data bool m_Activate;

void Start() { //Deactivate parent GameObject and toggle m_Activate = false; }

void Update() { //Activate the GameObject you attach depending on the toggle output m_ParentObject.SetActive(m_Activate); }

void OnGUI() { //Switch this toggle to activate and deactivate the parent GameObject m_Activate = GUI.Toggle(new Rect(10, 10, 100, 30), m_Activate, "Activate Parent GameObject");

if (GUI.changed) { //Output the status of the GameObject's active state in the console Debug.Log("Child GameObject Active : " + m_ChildObject.activeInHierarchy); } } }

GameObject.activeSelf 不同,它还检查是否有父 GameObject 影响此 GameObject 的当前活动状态。

当停用父 GameObject 时,即使其子项不可见,通常也会将它们标记为活动,这样根据 GameObject.activeSelf,它们仍处于活动状态。但 GameObject.activeInHierarchy 会检查其层级视图中的成员尚未停用此 GameObject,从而确保不会发生这种情况。

//This script shows how activeInHierarchy differs from activeSelf. Use the toggle  to alter the parent and child GameObject’s active states. This makes it output the child GameObject’s state in the console.
//It also shows how activeSelf outputs that the child GameObject is active when the parent is not, while the activeInHierarchy lists the child GameObject as inactive.

using UnityEngine;

public class ActiveInHierarchyExample : MonoBehaviour { public GameObject m_ParentObject, m_ChildObject; //Use this for getting the toggle data bool m_ActivateParent, m_ActivateChild; //Use these for deciding if console is needing updated bool m_HierarchyOutput, m_SelfOutput;

void Start() { //Deactivate parent and child GameObjects and toggles m_ActivateParent = false; m_ActivateChild = false; //Ables script to output current state of GameObject to console m_HierarchyOutput = false; m_SelfOutput = false; }

void Update() { //Activates the GameObject you attach depending on the toggle output m_ParentObject.SetActive(m_ActivateParent); m_ChildObject.SetActive(m_ActivateChild);

//Find out if the GameObject is active in the Game and checks if this state has been output to the console if (m_HierarchyOutput == false) { //Output the state of the GameObject’s activity if it hasn't already been output Debug.Log("Object Active : " + m_ChildObject.activeInHierarchy); //The state of the GameObject is output already, so no need to do it again m_HierarchyOutput = true; } //Check to see if the assigned GameObject is active despite parent GameObject's status if (m_ChildObject.activeSelf && m_SelfOutput == false) { //Output the message if the GameObject is still active Debug.Log("Child Active, parent might not be"); //You no longer need to output the message m_SelfOutput = true; } }

void OnGUI() { //Switch this toggle to activate and deactivate the parent GameObject m_ActivateParent = GUI.Toggle(new Rect(10, 10, 100, 30), m_ActivateParent, "Activate Parent GameObject"); //Switch this toggle to activate and deactivate the child GameObject m_ActivateChild = GUI.Toggle(new Rect(10, 40, 100, 30), m_ActivateChild, "Activate Child GameObject");

//If a change is detected with the toggle, the console outputs updates if (GUI.changed) { m_SelfOutput = false; m_HierarchyOutput = false; } } }