roots | 将开始执行搜索的对象数组。 |
Object[] 在层级上与搜索数组关联的对象数组。
收集层级视图中以每个指定对象为根对象的所有对象。
这对于使整个游戏对象层级视图(包括所有其组件)线性化来说极为有用。
请注意,遍历将不包括从层级视图中引用的资源。例如,如果层级视图中存在 MeshFilter 组件,将不会在生成的列表包含引用的网格。
using UnityEngine; using UnityEditor;
public class CollectHierarchyExample : MonoBehaviour { void Start() { // Create two GameObjects GameObject parent = new GameObject(); GameObject child = new GameObject(); Object[] roots = new Object[] { parent };
// Name them parent.name = "Parent"; child.name = "Child";
// Make one a child of the other. child.transform.parent = parent.transform;
// Collect entire hierarchy Object[] result = EditorUtility.CollectDeepHierarchy(roots);
// Dump results. Will log four objects to the console; // two GameObjects ("Parent" and "Child") and two Transform // components (one belonging to "Parent" and one belonging to // "Child") foreach (Object obj in result) Debug.Log(obj); } }
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