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GameObject.GetComponentsInChildren

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public function GetComponentsInChildren(type: Type, includeInactive: bool = false): Component[];
public Component[] GetComponentsInChildren(Type type, bool includeInactive = false);
public def GetComponentsInChildren(type as Type, includeInactive as bool = false) as Component[]

Parameters

type 取得するコンポーネントの型
includeInactive 非アクティブのコンポーネントも含めるかどうか

Description

ゲームオブジェクトまたはゲームオブジェクトの子たちから type の全てのコンポーネントを取得します。

コンポーネントの検索は子オブジェクトで再帰的に行われていくので、子の子(孫)というように含まれていきます。

	// Disable the spring on all HingeJoints 
	// in this game object and all its child game objects
	var hingeJoints : HingeJoint[];
	hingeJoints = gameObject.GetComponentsInChildren(HingeJoint);
	for (var joint : HingeJoint in hingeJoints) {
		joint.useSpring = false;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public HingeJoint[] hingeJoints;
    void Example() {
        hingeJoints = gameObject.GetComponentsInChildren<HingeJoint>();
        foreach (HingeJoint joint in hingeJoints) {
            joint.useSpring = false;
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public hingeJoints as (HingeJoint)

	def Example() as void:
		hingeJoints = gameObject.GetComponentsInChildren[of HingeJoint]()
		for joint as HingeJoint in hingeJoints:
			joint.useSpring = false

public function GetComponentsInChildren(includeInactive: bool): T[];
public T[] GetComponentsInChildren(bool includeInactive);
public def GetComponentsInChildren(includeInactive as bool) as T[]

Parameters

includeInactive 非アクティブのコンポーネントも含めるかどうか

Description

ジェネリック版。詳細については Generic Functions を御覧ください

public function GetComponentsInChildren(): T[];
public T[] GetComponentsInChildren();
public def GetComponentsInChildren() as T[]

Description

ジェネリック版。詳細については Generic Functions を御覧ください