Component.GetComponentsInChildren

本文介绍如何使用Unity中的GetComponentsInChildren方法来检索指定类型的组件,包括活动和非活动游戏对象上的组件。通过示例代码展示了如何应用此方法来批量修改铰链关节组件的属性。

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

Parameters
t: The type of Component to retrieve.

includeInactive: Should Components on inactive GameObjects be included in the found set?

Description
Returns all components of Type type in the GameObject or any of its children.
using UnityEngine;

public class GetComponentsInChildrenExample : MonoBehaviour
{
    public Component[] hingeJoints;

    void Start()
    {
        hingeJoints = GetComponentsInChildren<HingeJoint>();

        foreach (HingeJoint joint in hingeJoints)
            joint.useSpring = false;
    }
}

public T[] GetComponentsInChildren(bool includeInactive);

Parameters
includeInactive: Should Components on inactive GameObjects be included in the found set?

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

Description
Generic version. See the Generic Functions page for more details.

public T[] GetComponentsInChildren();
Returns
T[] A list of all found components matching the specified type.

using System.Collections.Generic; using UnityEngine; public class AdvancedMaterialSwitcher : MonoBehaviour { [System.Serializable] public class MaterialConfiguration { public Renderer targetRenderer; // 目标渲染器 public Material[] switchMaterials; // 要切换的材质数组 public Transform targetParent; // 新增目标父物体 public bool includeParent = true; // 新增包含父物体设置 } [Header("树木隐藏")] public GameObject Tree; public bool TreeBool = true; [Header("材质配置")] public List<MaterialConfiguration> materialConfigs = new List<MaterialConfiguration>(); [Header("状态管理")] private bool isOriginal = true; private Dictionary<Renderer, Material[]> materialArchive = new Dictionary<Renderer, Material[]>(); void Start() { foreach (var config in materialConfigs) { if (config.targetRenderer == null && config.targetParent == null) { Debug.LogError("配置项必须指定渲染器或父物体!", this); continue; } List<Renderer> renderers = new List<Renderer>(); // 收集所有目标渲染器 if (config.targetParent != null) { // 获取子物体(可选择是否包含父物体自身) renderers.AddRange(config.targetParent.GetComponentsInChildren<Renderer>(includeParent)); } else if (config.targetRenderer != null) { renderers.Add(config.targetRenderer); } // 备份材质 foreach (var rend in renderers) { materialArchive[rend] = rend.sharedMaterials; } } } public void ToggleMaterials() { foreach (var config in materialConfigs) { List<Renderer> targetRenderers = new List<Renderer>(); if (config.targetParent != null) { targetRenderers.AddRange(config.targetParent.GetComponentsInChildren<Renderer>(config.includeParent)); } else if (config.targetRenderer != null) { targetRenderers.Add(config.targetRenderer); } foreach (var rend in targetRenderers) { rend.sharedMaterials = isOriginal ? config.switchMaterials : materialArchive.ContainsKey(rend) ? materialArchive[rend] : rend.sharedMaterials; } } isOriginal = !isOriginal; } public void UnTree() { TreeBool = Tree.activeSelf; if(TreeBool == true) { Tree.SetActive(false); } else { Tree.SetActive(true); } } }严重性 代码 说明 项目 文件 行 禁止显示状态 详细信息 错误 CS0103 当前上下文中不存在名称“includeParent” Assembly-CSharp E:\Unity3DWrok\NanNing\Assets\Script\测试\AdvancedMaterialSwitcher.cs 49 活动
03-14
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