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Unity Get Parent-Child Object Script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Lesson3 : MonoBehaviour
{
    public Lesson3 otherLesson3;

    // Start is called before the first frame update
    void Start()
    {
        #region Knowledge Point One Important Members
        //1. Get the attached GameObject
        print(this.gameObject.name);
        //2. Get the position information of the attached GameObject
        // Get object position information
        print(this.transform.position);// Position
        print(this.transform.eulerAngles);// Angle
        print(this.transform.lossyScale);// Scale size
        // This writing method has the same effect as above, both get the position information of the attached object
        //this.gameObject.transform

        //3. Get whether the script is active
        this.enabled = false;

        // Get other script objects, attached gameobject and transform position information
        print(otherLesson3.gameObject.name);
        print(otherLesson3.transform.position);
        #endregion

        #region Knowledge Point Two Important Methods
        // Get other scripts mounted on the attached object

        //1. Get the single script mounted on itself
        // Get by script name
        // The method to get the script, if it fails to get, it means there is no corresponding script and will return null by default
        Lesson3_Test t = this.GetComponent("Lesson3_Test") as Lesson3_Test;
        print(t);
        // Get by Type
        t = this.GetComponent(typeof(Lesson3_Test)) as Lesson3_Test;
        print(t);
        // Get by generic, it is recommended to use generic because it does not require secondary conversion
        t = this.GetComponent<Lesson3_Test>();
        if( t != null )
        {
            print(t);
        }
        
        // As long as you can get other objects in the scene or the scripts attached to the objects
        // then you can get all its information

        //2. Get multiple scripts mounted on itself
        Lesson3[] array = this.GetComponents<Lesson3>();
        print(array.Length);
        List<Lesson3> list = new List<Lesson3>();
        this.GetComponents<Lesson3>(list);
        print(list.Count);

        //3. Get scripts mounted on child objects (it will also look for whether the script is mounted on itself by default)
        // The function has a parameter, which defaults to false, meaning that if the child object is inactive, it will not look for whether there is a certain script on this object
        // If true is passed, it will look even if inactive
        // Get child object mounted script single
        t = this.GetComponentInChildren<Lesson3_Test>(true);
        print(t);
        // Get child object mounted scripts multiple
        
        Lesson3_Test[] lts = this.GetComponentsInChildren<Lesson3_Test>(true);
        print(lts.Length);
        
        List<Lesson3_Test> list2 = new List<Lesson3_Test>();
        this.GetComponentsInChildren<Lesson3_Test>(true, list2);
        print(list2.Count);

        //4. Get scripts mounted on parent objects (it will also look for whether the script is mounted on itself by default)
        t = this.GetComponentInParent<Lesson3_Test>();
        print(t);
        lts = this.GetComponentsInParent<Lesson3_Test>();
        print(lts.Length);
        // It also has a list, omitted, the same routine as above

        //5. Try to get the script
        Lesson3_Test l3t;
        // Provides a safer method to get a single script. If obtained, it will return true
        // Then you can proceed with logical processing
        if(this.TryGetComponent<Lesson3_Test>(out l3t))
        {
            // Logical processing
        }

        #endregion
    }

    // Update is called once per frame
    void Update()
    {
        
    }
}
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