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Component.SendMessage

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취소

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public function SendMessage(methodName: string, value: object = null, options: SendMessageOptions = SendMessageOptions.RequireReceiver): void;
public void SendMessage(string methodName, object value = null, SendMessageOptions options = SendMessageOptions.RequireReceiver);
public function SendMessage(methodName: string, value: object = null, options: SendMessageOptions = SendMessageOptions.RequireReceiver): void;
public void SendMessage(string methodName, object value = null, SendMessageOptions options = SendMessageOptions.RequireReceiver);
public function SendMessage(methodName: string, value: object = null, options: SendMessageOptions = SendMessageOptions.RequireReceiver): void;
public void SendMessage(string methodName, object value = null, SendMessageOptions options = SendMessageOptions.RequireReceiver);
public function SendMessage(methodName: string, options: SendMessageOptions): void;
public void SendMessage(string methodName, SendMessageOptions options);

파라미터

methodName 호출할 메서드 이름.
value 메서드에 대한 임의의 파라미터 값.
options Should an error be raised if the target object doesn't implement the method for the message?

Description

게임오브젝트의 모든 MonoBehaviour들에 대해 /methodName/으로 이름지어진 메서드를 호출 합니다.

수신 메서드는 인수를 넣지 않음으로써 무시할 수 있습니다. /options/를 SendMessageOptions.RequireReceiver로 설정하면 구성 요소에 해당하는 메소드가 없는 경우에 오류가 표시됩니다.

비활성 오브젝트로는 메세지가 보내지지 않을것 입니다(에디터나 GameObject.SetActive 함수로 비활성화된).

	// Calls the function ApplyDamage with a value of 5
	SendMessage ("ApplyDamage", 5.0);
	
	// Every script attached to the game object 
	// that has a ApplyDamage function will be called.
	function ApplyDamage (damage : float) {
		print (damage);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ApplyDamage(float damage) { print(damage); } void Example() { SendMessage("ApplyDamage", 5.0F); } }