Unity 场景中所有实体的基类。
Note: Many variables in the GameObject class have been removed. To access,
for example GameObject.renderer in csharp use GetComponent<Renderer>() instead.
See Also: Component.
activeInHierarchy | 定义 GameObject 在 Scene 中是否处于活动状态。 |
activeSelf | 此 GameObject 的本地活动状态。(只读) |
isStatic | 获取并设置 GameObject 的 StaticEditorFlags。 |
layer | The layer the GameObject is in. |
scene | 该 GameObject 所属的场景。 |
sceneCullingMask | Unity 用于确定在哪个场景中渲染该 GameObject 的场景剔除遮罩。 |
tag | 此游戏对象的标签。 |
transform | 附加到此 GameObject 的 Transform。 |
GameObject | 创建一个名为 name 的新游戏对象。 |
AddComponent | 将名为 className 的组件类添加到该游戏对象。 |
BroadcastMessage | 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 |
CompareTag | 此游戏对象是否使用 tag 进行了标记? |
GetComponent | 如果游戏对象附加了类型为 type 的组件,则将其返回,否则返回 null。 |
GetComponentInChildren | 使用深度首次搜索返回 GameObject 或其任何子项中类型为 type 的组件。 |
GetComponentInParent | 获取 GameObject 或其任何父项中 Type type 的组件。 |
GetComponents | 返回 GameObject 中类型为 type 的所有组件。 |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. |
GetComponentsInParent | 返回 GameObject 或其任何父项中类型为 type 的所有组件。 |
SendMessage | 调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。 |
SendMessageUpwards | 调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。 |
SetActive | 根据给定的值 true 或 /false/,激活/停用 GameObject。 |
TryGetComponent | 获取指定类型的组件(如果存在)。 |
CreatePrimitive | 创建一个具有原始网格渲染器和相应碰撞体的游戏对象。 |
Find | 按 name 查找 GameObject,然后返回它。 |
FindGameObjectsWithTag | 返回标签为 tag 的活动 GameObjects 的数组。如果未找到任何 GameObject,则返回空数组。 |
FindWithTag | 返回一个标记为 tag 的活动 GameObject。如果未找到 GameObject,则返回 null。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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