GameObject
- active
- AddComponent.<T>
- AddComponent
- animation
- audio
- BroadcastMessage
- camera
- collider
- CompareTag
- constantForce
- CreatePrimitive
- FindGameObjectsWithTag
- FindWithTag
- Find
- GameObject
- GetComponent.<T>
- GetComponentInChildren.<T>
- GetComponentInChildren
- GetComponents.<T>
- GetComponentsInChildren.<T>
- GetComponentsInChildren
- GetComponents
- GetComponent
- guiTexture
- guiText
- hingeJoint
- isStatic
- layer
- light
- networkView
- particleEmitter
- renderer
- rigidbody
- SampleAnimation
- SendMessageUpwards
- SendMessage
- SetActiveRecursively
- tag
- transform
GameObject.SendMessage 发送消息
function SendMessage (methodName : string, value : object = null, options : SendMessageOptions = SendMessageOptions.RequireReceiver) : void
Description描述
Calls the method named methodName on every MonoBehaviour in this game object.
The receiving method can choose to ignore the argument by having zero arguments. if options is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.
向同级发送消息。
在这个游戏物体上的所有MonoBehaviour上调用名称为methodName的方法。
接收消息的方法可以通过不要参数的方法来选择忽略参数。当选项被设置为SendMessageOptions.RequireReceiver时,如果消息没有被任何一个组件处理,则会打印一个错误。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void ApplyDamage(float damage) {
print(damage);
}
public void Awake() {
gameObject.SendMessage("ApplyDamage", 5.0F);
}
}
// Calls the function ApplyDamage with a value of 5
// 用值为5的值调用ApplyDamage函数
gameObject.SendMessage ("ApplyDamage", 5.0);
// Every script attached to the game object
// that has an ApplyDamage function will be called.
// 所有附属于这个游戏物体的脚本只要有ApplyDamage函数的,都会调用之.
function ApplyDamage (damage : float) {
print (damage);
}
最后修改:2011年5月19日 Thursday 22:17