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	<title>API 归档 - 初晴神社</title>
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	<title>API 归档 - 初晴神社</title>
	<link>https://vki.cc/tag/api/</link>
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	<item>
		<title>Unity3D API之Mathf</title>
		<link>https://vki.cc/greattruth/engine/138/</link>
					<comments>https://vki.cc/greattruth/engine/138/#respond</comments>
		
		<dc:creator><![CDATA[白露]]></dc:creator>
		<pubDate>Sun, 18 Jun 2017 03:47:13 +0000</pubDate>
				<category><![CDATA[引擎相关]]></category>
		<category><![CDATA[API]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Unity 3D]]></category>
		<category><![CDATA[心得]]></category>
		<category><![CDATA[解析]]></category>
		<guid isPermaLink="false">http://www.icemaplen.com/?p=138</guid>

					<description><![CDATA[<p>一组常用的数学函数。 最近在研究U3D的API，感觉太多了不好记，所以在此做了个整理。 全文基于Unity官方文档，萌新能力不足，如果有错误，欢迎指出_(:з」∠)_ [info]静态变量[/info] PI public static float &#8230;</p>
<p><a href="https://vki.cc/greattruth/engine/138/">Unity3D API之Mathf</a>最先出现在<a href="https://vki.cc">初晴神社</a>。</p>
]]></description>
										<content:encoded><![CDATA[<p>一组常用的数学函数。</p>
<p><span style="color: #999999;">最近在研究U3D的API，感觉太多了不好记，所以在此做了个整理。</span></p>
<p style="text-align: left;"><span style="color: #999999;">全文基于<span style="text-decoration: underline;"><a style="color: #999999; text-decoration: underline;" href="https://docs.unity3d.com/ScriptReference/index.html">Unity官方文档</a></span>，萌新能力不足，如果有错误，欢迎指出_(:з」∠)_</span></p>
<hr />
<p style="text-align: left;">[info]静态变量[/info]
<h2 id="pi" style="text-align: left;">PI</h2>
<p>public static float <span class="sig-kw">PI</span>;【只读】</p>
<p>圆周率的值：3.14159236..</p>
<hr />
[info]静态方法[/info]
<h2 id="abs">Abs</h2>
<p>public static float <span class="sig-kw">Abs</span>(float <span class="sig-kw">f</span>);</p>
<p>求绝对值；</p>
<p>&nbsp;</p>
<p style="text-align: left;">今天写得够多了，先画个饼，明天再写_(:з」∠)_</p>
<p><a href="https://vki.cc/greattruth/engine/138/">Unity3D API之Mathf</a>最先出现在<a href="https://vki.cc">初晴神社</a>。</p>
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		<item>
		<title>Unity3D API之GameObject</title>
		<link>https://vki.cc/greattruth/engine/135/</link>
					<comments>https://vki.cc/greattruth/engine/135/#respond</comments>
		
		<dc:creator><![CDATA[白露]]></dc:creator>
		<pubDate>Sat, 17 Jun 2017 10:26:08 +0000</pubDate>
				<category><![CDATA[引擎相关]]></category>
		<category><![CDATA[API]]></category>
		<category><![CDATA[Unity 3D]]></category>
		<category><![CDATA[解析]]></category>
		<guid isPermaLink="false">http://www.icemaplen.com/?p=135</guid>

					<description><![CDATA[<p>在Unity场景中所有实体的基类。 最近在研究U3D的API，感觉太多了不好记，所以在此做了个整理。 全文基于Unity官方文档，萌新能力不足，如果有错误，欢迎指出_(:з」∠)_ [info]变量[/info] activeInHierarchy &#8230;</p>
<p><a href="https://vki.cc/greattruth/engine/135/">Unity3D API之GameObject</a>最先出现在<a href="https://vki.cc">初晴神社</a>。</p>
]]></description>
										<content:encoded><![CDATA[<p>在Unity场景中所有实体的基类。</p>
<p><span style="color: #999999;">最近在研究U3D的API，感觉太多了不好记，所以在此做了个整理。</span></p>
<p style="text-align: left;"><span style="color: #999999;">全文基于<span style="text-decoration: underline;"><a style="color: #999999; text-decoration: underline;" href="https://docs.unity3d.com/ScriptReference/index.html">Unity官方文档</a></span>，萌新能力不足，如果有错误，欢迎指出_(:з」∠)_</span></p>
<hr />
<p style="text-align: center;">[info]变量[/info]
<h2 id="activeinhierarchy" class="heading inherit">activeInHierarchy</h2>
<p>public bool <span class="sig-kw">activeInHierarchy</span>;</p>
<p>返回一个bool值，判断游戏物体是否在程序运行时被激活。</p>
<p><a href="http://i4.piimg.com/591392/6bee84458bdb21f2.png" target="_blank" rel="noopener noreferrer"><img  decoding="async"  src="http://i4.piimg.com/591392/6bee84458bdb21f2.png"  alt="Unity3D API之GameObject" ></a></p>
<p>如果父物体被禁用，那么无论面板中是否勾选上，都将返回false。</p>
<h2 id="activeself" class="heading inherit">activeSelf</h2>
<p>public bool <span class="sig-kw">activeSelf</span>;【只读】</p>
<p>返回一个bool值，判断物体在本地活跃状态，不考虑父物体的状态。</p>
<p>即使返回true，如果父物体没有被启用，那么该物体也不会起作用。</p>
<h2 id="isstatic" class="heading inherit">isStatic</h2>
<p>public bool <span class="sig-kw">isStatic</span>;</p>
<p>返回一个bool值，判断物体是否为静态。</p>
<h2 id="layer" class="heading inherit">layer</h2>
<p>public int <span class="sig-kw">layer</span>;</p>
<p>游戏物体所在的层级，范围在[0,31]。</p>
<p>通常用来使摄像机有选择性的渲染或者忽略射线。</p>
<h2 id="scene" class="heading inherit">scene</h2>
<p>public SceneManagement.Scene <span class="sig-kw">scene</span>;</p>
<p>游戏物体所处的场景。</p>
<h2 id="tag" class="heading inherit">tag</h2>
<p>public string <span class="sig-kw">tag</span>;</p>
<p>游戏物体的标签。常用来区分游戏物体的类别。</p>
<h2 id="transform" class="heading inherit">transform</h2>
<p>public Transform <span class="sig-kw">transform</span>;</p>
<p>游戏物体的transform信息。</p>
<h2 id="name-%e3%80%90%e7%bb%a7%e6%89%bf%e3%80%91%e3%80%90%e7%88%b6%e7%b1%bb%ef%bc%9aobject%e3%80%91">name 【继承】【父类：Object】</h2>
<p>public string <span class="sig-kw">name</span>;</p>
<p>游戏对象的名称。</p>
<p>组件和游戏对象共享的名称。</p>
<hr />
<p style="text-align: center;">[info]构造器[/info]
<div class="signature-CS sig-block">public <span class="sig-kw">GameObject</span>();</div>
<div class="signature-CS sig-block">public <span class="sig-kw">GameObject</span>(string <span class="sig-kw">name</span>);</div>
<div class="signature-CS sig-block">public <span class="sig-kw">GameObject</span>(string <span class="sig-kw">name</span>, params Type[] <span class="sig-kw">components</span>);</div>
<div class="signature-CS sig-block"></div>
<div class="signature-CS sig-block">[kbd]name[/kbd] 创建游戏物体时赋予的名字；</div>
<div class="signature-CS sig-block">[kbd]components[/kbd] 创建游戏物体时添加的组件集合，多个组件之间逗号隔开；</div>
<h2 id="%e6%b3%a8%e6%84%8f%ef%bc%9a" class="signature-CS sig-block">注意：</h2>
<p>创建游戏物体至少且必须会有一个Transform组件；</p>
<pre class="pure-highlightjs"><code class="cs">GameObject player;
player = new GameObject("Player");</code></pre>
<hr />
<p style="text-align: center;">[info] 实例方法[/info]
<h2 id="comparetag" class="heading inherit">CompareTag</h2>
<p>public bool <span class="sig-kw">CompareTag</span>(string <span class="sig-kw">tag</span>);</p>
<p>判断物体的标签是不是[kbd]tag[/kbd]。</p>
<pre class="codeExampleCS">if (other.gameObject.CompareTag("Player"))
            Destroy(other.gameObject);</pre>
<p>（怎么感觉用处不大呢_(:з」∠)_ ）</p>
<h2 id="getcomponent" class="heading inherit">GetComponent</h2>
<p>此方法用于获取游戏物体中第一个符合Type类型的组件。</p>
<p>public T GetComponent&lt;T&gt;();【常用】</p>
[kbd]T[/kbd] 需要检索的组件类型;</p>
<p>public Component <span class="sig-kw">GetComponent</span>(Type <span class="sig-kw">type</span>);</p>
[kbd]type[/kbd] 需要检索的组件类型;</p>
<p>public Component <span class="sig-kw">GetComponent</span>(string <span class="sig-kw">type</span>);</p>
[kbd]type[/kbd] 需要检索的组件名;</p>
<pre class="pure-highlightjs"><code class="cs">Transform transform = GetComponent&lt;Transform&gt;();</code></pre>
<p>使用字符串获取组件的方法可能效率较低，但是适用于从JavaScript中获取C#脚本之类的场合。</p>
<h2 id="getcomponents" class="heading inherit">GetComponents</h2>
<p>public Component[] <span class="sig-kw">GetComponents</span>(Type <span class="sig-kw">type</span>);</p>
<p>作用同上，不过返回的是组件集合。</p>
<p>注意：</p>
<p>在使用该方法时：</p>
<pre class="pure-highlightjs"><code class="cs">Components[] cjs = GetComponents(typeof(Example)) as Component[];   //正确</code></pre>
<p>不可以这样写：</p>
<pre class="pure-highlightjs"><code class="cs">Components[] cjs = GetComponents(typeof(Example)) as Example[];     //错误</code></pre>
<p>因为Example不是Component，而是其子类，建议使用其他泛型方式。</p>
<p>GetComponentsInChildren()同理。</p>
<h2 id="getcomponentinchildren" class="heading inherit">GetComponentInChildren</h2>
<p>获取子物体的组件；</p>
<div class="signature-CS sig-block">public Component <span class="sig-kw">GetComponentInChildren</span>(Type <span class="sig-kw">type</span>);</div>
<div class="signature-CS sig-block">public Component <span class="sig-kw">GetComponentInChildren</span>(Type <span class="sig-kw">type</span>, bool <span class="sig-kw">includeInactive</span>);</div>
<div class="signature-CS sig-block"></div>
<div class="signature-CS sig-block">[kbd]type[/kbd] 需要检索的组件类型;</div>
<div class="signature-CS sig-block">[kbd]includeInactive[/kbd] 是否检索未激活的子物体；</div>
<div class="signature-CS sig-block"></div>
<div class="signature-CS sig-block"></div>
<div class="signature-CS sig-block">其他同GetComponent；</div>
<div class="signature-CS sig-block">
<h2 id="getcomponentsinchildren" class="heading inherit">GetComponentsInChildren</h2>
<p>获取子物体上的指定组件集合。</p>
<p>public Component[] <span class="sig-kw">GetComponentsInChildren</span>(Type <span class="sig-kw">type</span>);</p>
<p>public Component[] <span class="sig-kw">GetComponentsInChildren</span>(Type <span class="sig-kw">type</span>, bool <span class="sig-kw">includeInactive</span>);</p>
<p>同GetComponents和GetComponentInChildren;</p>
<h2 id="getcomponentsinparent" class="heading inherit">GetComponentsInParent</h2>
<div class="signature-CS sig-block">public T[] GetComponentsInParent&lt;T&gt;();<br />
public T[] GetComponentsInParent&lt;T&gt;(bool includeInactive);<br />
public Component[] GetComponentsInParent(Type type, bool includeInactive = false);</div>
<p>获取父物体上指定的组件集合，包括父物体的父物体等等。</p>
[kbd]T[/kbd]，[kbd]type[/kbd] 需要检索的组件类型;</p>
[kbd]includeInactive[/kbd] 是否检索被禁用的组件；</p>
<p>另一个重载方法：</p>
<div class="subsection">
<div class="signature">
<div class="signature-CS sig-block">public void <span class="sig-kw">GetComponentsInParent</span>(bool <span class="sig-kw">includeInactive</span>, List&lt;T&gt; <span class="sig-kw">results</span>);</div>
<div class="signature-CS sig-block">[kbd]results[/kbd] 保存检索到的组件的集合。</div>
<div class="signature-CS sig-block">
<pre class="codeExampleCS">List&lt;HingeJoint&gt; hingeJoints = new List&lt;HingeJoint&gt;();

GetComponentsInParent&lt;HingeJoint&gt;(false, hingeJoints);</pre>
</div>
</div>
</div>
</div>
<div class="clear">
<h2 id="addcomponent" class="heading inherit">AddComponent</h2>
<p>给一个游戏物体添加个组件。</p>
<p>public T <span class="sig-kw">AddComponent&lt;T&gt;</span>(); 【常用】</p>
[kbd]T[/kbd]  需要添加的组件类型;</p>
<p>public Component <span class="sig-kw">AddComponent</span>(Type <span class="sig-kw">componentType</span>);</p>
[kbd]componentType[/kbd] 需要添加的组件类型;</p>
<p>Obsolete public Component <span class="sig-kw">AddComponent</span>(string <span class="sig-kw">className</span>);</p>
[kbd] <span class="sig-kw">className</span>[/kbd] 需要添加的组件名;</p>
</div>
<div class="clear">
<pre class="pure-highlightjs"><code class="cs">SphereCollider sc = gameObject.AddComponent&lt;SphereCollider&gt;() as SphereCollider;
SphereCollider sc = gameObject.AddComponent(typeof(SphereCollider)) as SphereCollider;
SphereCollider sc = gameObject.AddComponent("SphereCollider") as SphereCollider;</code></pre>
<h2 id="setactive" class="heading inherit">SetActive</h2>
<p>public void <span class="sig-kw">SetActive</span>(bool <span class="sig-kw">value</span>);</p>
<p>激活或禁用该对象。</p>
<pre class="pure-highlightjs"><code class="cs">gameObject.SetActive(false);</code></pre>
<p>一个游戏物体可能由于父物体没有激活而没有被激活，这种情况下，调用SetActive()方法将不会使它生效，但是却可以改变他的本地状态，即可以使用activeSelf查看。此时一旦父物体被激活它就会生效。</p>
</div>
<div class="clear"> 如果禁用掉该对象的话将会使它的所有组件生效。</div>
<div class="clear">
<h2 id="sendmessage" class="heading inherit">SendMessage</h2>
<p>public void <span class="sig-kw">SendMessage</span>(string <span class="sig-kw">methodName</span>, object <span class="sig-kw">value</span> = null, SendMessageOptions <span class="sig-kw">options</span> = SendMessageOptions.RequireReceiver);</p>
<p>向一个游戏物体发送消息，调用该物体的所有组件中的目标方法；</p>
[kbd]methodName[/kbd] 需要调用的方法的名字；</p>
[kbd]value[/kbd] 传递给调用方法的参数，可选；</p>
[kbd]options[/kbd] 如果目标游戏物体不存在该方法时是否报错；</p>
<pre class="codeExampleCS">public class ExampleClass : MonoBehaviour {
    void ApplyDamage(float damage) {
        print(damage);
    }
    void Example() {
        gameObject.SendMessage("ApplyDamage", 5.0F);
    }
}</pre>
<p>被调用的方法可以选择是否忽略接收参数 [kbd]object <span class="sig-kw">parameter</span>[/kbd]和消息设置[kbd]SendMessageOptions <span class="sig-kw">options</span>[/kbd] ；</p>
<p>当消息设置为【SendMessageOptions.RequireReceiver】时如果没有一个组件接收到广播的消息的话将会报错。</p>
<p>消息不会发送给未激活的游戏物体（setActive()）；</p>
<h2 id="sendmessageupwards" class="heading inherit">SendMessageUpwards</h2>
<p>public void <span class="sig-kw">SendMessageUpwards</span>(string <span class="sig-kw">methodName</span>, object <span class="sig-kw">value</span> = null, SendMessageOptions<span class="sig-kw">options</span> = SendMessageOptions.RequireReceiver);</p>
</div>
<p>向一个游戏物体发送消息，调用该物体和其父物体的所有组件中的目标方法；</p>
<p>其他同上；</p>
<div class="clear">
<h2 id="broadcastmessage" class="heading inherit">BroadcastMessage</h2>
<p>public void <span class="sig-kw">BroadcastMessage</span>(string <span class="sig-kw">methodName</span>, object <span class="sig-kw">parameter</span> = null, SendMessageOptions <span class="sig-kw">options</span> = SendMessageOptions.RequireReceiver);</p>
<p>广播消息，调用该游戏物体和其所有子物体身上方法名为[kbd]methodName[/kbd]的方法；</p>
<pre class="codeExampleCS">public class ExampleClass : MonoBehaviour {
    void ApplyDamage(float damage) {
        print(damage);
    }
    void Example() {
        gameObject.BroadcastMessage("ApplyDamage", 5.0F);
    }</pre>
<p>被调用的方法可以选择是否忽略接收参数 [kbd]object <span class="sig-kw">parameter</span>[/kbd]和消息设置[kbd]SendMessageOptions <span class="sig-kw">options</span>[/kbd] ；</p>
<p>当消息设置为【SendMessageOptions.RequireReceiver】时如果没有一个组件接收到广播的消息的话将会报错。</p>
<p class="heading inherit" style="text-align: center;">[info] 静态方法[/info]
<h2 id="createprimitive" class="heading inherit">CreatePrimitive</h2>
<div class="subsection">
<div class="signature">
<div class="signature-CS sig-block">public static GameObject <span class="sig-kw">CreatePrimitive</span>(PrimitiveType <span class="sig-kw">type</span>);</div>
<div class="signature-CS sig-block">创建一个带有原始渲染器和碰撞器的游戏物体。</div>
</div>
</div>
<div class="subsection">
[kbd]type[/kbd] 需要创建的游戏物体类型；</p>
[successbox title=&#8221;PrimitiveType&#8221;]Sphere，Capsule，Cylinder， Cube，Plane，Quad[/successbox]
<h2 id="find" class="heading inherit">Find</h2>
<p>public static GameObject <span class="sig-kw">Find</span>(string <span class="sig-kw">name</span>);</p>
<p>通过[kbd]name[/kbd]查找游戏物体并返回该游戏对象。</p>
<pre class="pure-highlightjs"><code class="cs">public class ExampleClass : MonoBehaviour {
    public GameObject hand;
    void Example() {
        hand = GameObject.Find("Hand");
        hand = GameObject.Find("/Hand");
        hand = GameObject.Find("/Monster/Arm/Hand");
        hand = GameObject.Find("Monster/Arm/Hand");
    }
}</code></pre>
<p>这个方法只会查找已启用的游戏对象，如果找不到就返回【null】；</p>
<p>如果name中包含&#8217;/&#8217;，将会在层级面板中像查看目录那样寻找；</p>
<p>因为比较占用资源，所以不建议每帧都调用Find()方法。可以在Start()总调用，或者使用FIndWithTag来代替；</p>
<h2 id="findwithtag" class="heading inherit">FindWithTag</h2>
<div class="subsection">
<div class="signature">
<div class="signature-CS sig-block">public static GameObject <span class="sig-kw">FindWithTag</span>(string <span class="sig-kw">tag</span>);</div>
</div>
</div>
<div class="subsection">
<p>通过[kbd]tag[/kbd]标签查找游戏物体并返回该游戏对象。</p>
<p>这个方法只会查找已启用的游戏对象，如果找不到就返回【null】；</p>
<p>在使用标签之前一定要在标签管理器中声明；</p>
<h2 id="findgameobjectswithtag" class="heading inherit">FindGameObjectsWithTag</h2>
<p>通过[kbd]tag[/kbd]标签查找游戏物体集合。</p>
<p>这个方法只会查找已启用的游戏对象，如果找不到就返回空集合；</p>
<p>如果标签不存在，字符串为空或者null，将抛出异常；</p>
<h2 id="destroy-%e3%80%90%e7%bb%a7%e6%89%bf%e3%80%91%e3%80%90%e7%88%b6%e7%b1%bb%ef%bc%9aobjective%e3%80%91" class="heading inherit">Destroy 【继承】【父类：Objective】</h2>
<p>public static void <span class="sig-kw">Destroy</span>(Object <span class="sig-kw">obj</span>);</p>
<p>public static void <span class="sig-kw">Destroy</span>(Object <span class="sig-kw">obj</span>, float <span class="sig-kw">t</span> = 0.0F);</p>
<p>移除一个游戏物体或组件。</p>
[kbd]obj[/kbd] 要销毁的游戏对象；</p>
[kbd]t[/kbd] 延迟销毁的时间，单位为秒；</p>
<p>实际销毁的时间在当前循环之后，下次渲染之前如果需要立即销毁，使用DestroImmediately()；</p>
<h2 id="destroyimmediate-%e3%80%90%e7%bb%a7%e6%89%bf%e3%80%91%e3%80%90%e7%88%b6%e7%b1%bb%ef%bc%9aobjective%e3%80%91" class="heading inherit">DestroyImmediate 【继承】【父类：Objective】</h2>
<p>public static void <span class="sig-kw">DestroyImmediate</span>(Object <span class="sig-kw">obj</span>, bool <span class="sig-kw">allowDestroyingAssets</span> = false);</p>
<p>立即销毁一个游戏对象或组件。</p>
[kbd]allowDestroyingAssets[/kbd] 是否允许assers也被销毁；</p>
<p>可能会发生不可预知的错误，所以如果非特殊需要，建议使用Destroy()；</p>
<h2 id="dontdestroyonload%e3%80%90%e7%bb%a7%e6%89%bf%e3%80%91%e3%80%90%e7%88%b6%e7%b1%bb%ef%bc%9aobjective%e3%80%91" class="heading inherit">DontDestroyOnLoad【继承】【父类：Objective】</h2>
<p>public static void <span class="sig-kw">DontDestroyOnLoad</span>(Object <span class="sig-kw">target</span>);</p>
<p>使物体不要在加载新的游戏场景时销毁。</p>
<pre class="codeExampleCS">public class ExampleClass : MonoBehaviour {
    void Awake() {
        DontDestroyOnLoad(transform.gameObject);
    }
}</pre>
<p>以为Unity总是在加载新的游戏场景时总会销毁旧场景的所有物体，所有才有了此方法。。。</p>
<p>在Awake()中使用；</p>
<p>如果是游戏物体或组件的话它的Transform信息也将被保留；</p>
<blockquote><p> 不知不觉竟然写了五千多字了。。</p>
<p>脑阔痛 _(:з」∠)_</p></blockquote>
<h2 id="instantiate-%e3%80%90%e7%bb%a7%e6%89%bf%e3%80%91%e3%80%90%e7%88%b6%e7%b1%bb%ef%bc%9aobjective%e3%80%91" class="heading inherit">Instantiate 【继承】【父类：Objective】</h2>
<div class="signature-CS sig-block">public static Object <span class="sig-kw">Instantiate</span>(Object <span class="sig-kw">original</span>);</div>
<div class="signature-CS sig-block">public static Object <span class="sig-kw">Instantiate</span>(Object <span class="sig-kw">original</span>, Transform <span class="sig-kw">parent</span>);</div>
<div class="signature-CS sig-block">public static Object <span class="sig-kw">Instantiate</span>(Objec t<span class="sig-kw">original</span>, Transform <span class="sig-kw">parent</span>, bool <span class="sig-kw">instantiateInWorldSpace</span>);</div>
<div class="signature-CS sig-block">public static Object <span class="sig-kw">Instantiate</span>(Object <span class="sig-kw">original</span>, Vector3 <span class="sig-kw">position</span>, Quaternion <span class="sig-kw">rotation</span>);</div>
<div class="signature-CS sig-block">public static Object <span class="sig-kw">Instantiate</span>(Object <span class="sig-kw">original</span>, Vector3 <span class="sig-kw">position</span>, Quaternion <span class="sig-kw">rotation</span>, Transform <span class="sig-kw">parent</span>);</div>
</div>
</div>
</div>
<div class="signature-CS sig-block">实例化一个游戏对象并返回该对象。</div>
<div class="signature-CS sig-block"><span class="sig-kw">[kbd]original[/kbd] 需要实例化的游戏对象，常是预制体；</span></div>
<div class="signature-CS sig-block">[kbd]parent[/kbd] 父物体的Transform（如果需要制定父物体的话）；</div>
<div class="signature-CS sig-block">[kbd]instantiateInWorldSpace[/kbd] 如果指定了父物体，需要相对于父物体来确定新物体的所在位置的话，就设为【false】；反之如果要保留新物体本身在世界坐标系的位置信息，就设为【true】；</div>
<div class="signature-CS sig-block">[kbd]position[/kbd] 新游戏对象的位置；</div>
<div class="signature-CS sig-block">[kbd]rotation[/kbd] 新游戏对象的旋转信息；</div>
<div class="signature-CS sig-block">
<pre class="pure-highlightjs"><code class="cs">Instantiate(prefab, new Vector3(i * 2.0F, 0, 0), Quaternion.identity);</code></pre>
<p>新游戏物体的子物体也会跟着实  【父类：Objective】</p>
<p>public static Object <span class="sig-kw">FindObjectOfType</span>(Type <span class="sig-kw">type</span>);</p>
</div>
<p>查找指定类型的对象。</p>
<pre class="pure-highlightjs"><code class="cs">GUITexture texture = (GUITexture)FindObjectOfType(typeof(GUITexture));</code></pre>
<p>返回第一个找到的；</p>
<p>该方法效率较低，不建议每帧都调用；</p>
<h2 id="findobjectsoftype-%e3%80%90%e7%bb%a7%e6%89%bf%e3%80%91%e3%80%90%e7%88%b6%e7%b1%bb%ef%bc%9aobjective%e3%80%91" class="heading inherit">FindObjectsOfType 【继承】【父类：Objective】</h2>
<p>public static Object[] <span class="sig-kw">FindObjectsOfType</span>(Type <span class="sig-kw">type</span>);</p>
<p>查找指定类型的对象集合。</p>
<p>其他同上；</p>
<p style="text-align: center;">[info]操作符[/info]
<h2 id="bool" style="text-align: left;">bool</h2>
<p>描述游戏物体是否存在。</p>
<pre class="codeExampleCS">public class ExampleClass : MonoBehaviour {
    void Example() {
        if (rigidbody)
            Debug.Log("Rigidbody attached to this transform");
        
    }
}</pre>
<hr />
<p style="text-align: center;"><span style="color: #999999;">完</span></p>
<p><a href="https://vki.cc/greattruth/engine/135/">Unity3D API之GameObject</a>最先出现在<a href="https://vki.cc">初晴神社</a>。</p>
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