GameObject.GetComponentsInChildren

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public Component[] GetComponentsInChildren (Type type, bool includeInactive= false);

Parameters

type@param type Тип возвращаемого компонента.
includeInactive@param includeInactive Следует ли включать неактивные компоненты в список найденных?

Description

Возвращает все компоненты типа type из GameObject'а или из любого его потомка.

Unity searches for components recursively on child GameObjects. This means that it also includes all the child GameObjects of the target GameObject, and all subsequent child GameObjects.
Note: If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return `null` for that component.

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; } } }

public T[] GetComponentsInChildren ();
public T[] GetComponentsInChildren (bool includeInactive);

Parameters

includeInactive@param includeInactive Следует ли включать неактивные компоненты в список найденных?

Returns

T[] A list of all found components matching the specified type.

Description

Generic version of this method.

Note: If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return `null` for that component.

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; } } }

public void GetComponentsInChildren (List<T> results);
public void GetComponentsInChildren (bool includeInactive, List<T> results);

Parameters

resultsList to receive found Components.
includeInactive@param includeInactive Следует ли включать неактивные компоненты в список найденных?

Description

Return all found Components into List results.

Note: If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return `null` for that component.

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; } } }