GameObject.GetComponentsInChildren

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public Component[] GetComponentsInChildren (Type type, bool includeInactive= false);

Parámetros

typeEl tipo de Component para recuperar.
includeInactiveLos Components inactivos deben ser incluidos en el set encontrado?

Descripción

Devuelve todos los componentes del tipo type en el GameObject, o alguno de sus hijos.

Unity searches for components recursively on child GameObjects. This means that it also includes all the child GameObjects of the target GameObject, and all subsequent child GameObjects.
Note: If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return `null` for that component.

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; } } }

public T[] GetComponentsInChildren ();
public T[] GetComponentsInChildren (bool includeInactive);

Parámetros

includeInactiveDeberían los GameObjects inactivos ser incluidos en el conjunto encontrado?

Valor de retorno

T[] Una lista de los componentes encontrados que coincidan con el tipo especificado.

Descripción

Generic version of this method.

Note: If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return `null` for that component.

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; } } }

public void GetComponentsInChildren (List<T> results);
public void GetComponentsInChildren (bool includeInactive, List<T> results);

Parámetros

resultsLista para recibir los componentes encontrados.
includeInactiveDeberían los GameObjects inactivos ser incluidos en el conjunto encontrado?

Descripción

Retorna todos los componentes encontrados a la Lista results.

Note: If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return `null` for that component.

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; } } }