当前脚本挂载在哪个游戏对象上,那么gameobject就表示哪一个游戏对象
设置游戏对象的tag值
gameObject.tag = "Tag01"
Debug.Log(gameObject.tag)
设置游戏对象所在的层
gameObject.layer = 8
将游戏对象的层转化成字符串
Debug.Log(LayerMask.LayerToName(gameObject.layer))
创建基本的游戏对象
GameObject capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule)
改变游戏对象的生成位置
capsule.transform.position = new Vector3(1,1,1)
查找游戏对象
GameObject obj = GameObject.Find("Cube")
Debug.Log("查找对象的名字是:"+obj.name)
Debug.Log(obj.transform.position)
用1*1*1的小正方体打印 10*10*10的大正方体
void Task01(int number)
{
for (int k = 0; k < number; k++)
{
for (int j = 0; j <number; j++)
{
for (int i = 0; i <number; i++)
{
GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
obj.transform.position = new Vector3(j, k, i);
}
}
}
}

打印简单的金字塔
void Task02(int number)
{
for (int k = 0; k < number; k++)
{
for (int i = 0; i <= k; i++)
{
for (int j = 0; j <= k; j++)
{
GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
obj.transform.position = new Vector3(j-k*0.5f, number-k, i-0.5f*k);
}
}
}
}

克隆小桌子
void Test03(int number)
{
for (int i = 0; i < number; i++)
{
GameObject table = GameObject.Instantiate(prefabObj);
table.transform.position = new Vector3(i*0.5f,0,0);
}
}
上下代码是一样的
void Test03(int number)
{
for (int i = 0; i < number; i++)
{
GameObject table = GameObject.Instantiate(prefabObj, new Vector3(0.5f * i, 0, 0), Quaternion.identity) as GameObject;
}
}
谨记预设体不能挂克隆脚本,否则会递归到死

