type | 要检索的组件的类型。 |
includeInactive | 在发现结果集内是否应包含非活动 GameObject 上的组件? |
返回 GameObject 或其任何子项中类型为 type
的所有组件。
组件搜索是在子对象上以递归方式执行的,因此包含子项的子项,依此类推。
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; } } }
includeInactive | 在发现结果集内是否应包含非活动 GameObject? |
T[] 匹配指定类型的所有已发现组件的列表。
通用版本。有关更多详细信息,请参阅通用函数页面。
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; } } }
results | 用于接收找到的组件的列表。 |
includeInactive | 在发现结果集内是否应包含非活动 GameObject? |
将找到的所有组件均返回到 List results
中。
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; } } }