type | The type of Component to retrieve. |
includeInactive | Should inactive Components be included in the found set? |
Returns all components of Type type
in the GameObject or any of its parents.
The search for components is carried out recursively on parent objects, so it includes parents of parents, and so on.
#pragma strict public class GetComponentsInParentExample extends MonoBehaviour { function Start() { var hingeJoints: Component[]; hingeJoints = GetComponentsInParent(HingeJoint); if (hingeJoints != null) { for (var joint: HingeJoint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects var hingesInactive: Component[] = GetComponentsInParent(HingeJoint, true); for (var joint: HingeJoint in hingesInactive) joint.useSpring = false; } } }
using UnityEngine;
public class GetComponentsInParentExample : MonoBehaviour { void Start() { Component[] hingeJoints;
hingeJoints = GetComponentsInParent(typeof(HingeJoint));
if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects Component[] hingesInactive = GetComponentsInParent(typeof(HingeJoint), true);
foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }
includeInactive | Should inactive Components be included in the found set? |
Generic version. See the Generic Functions page for more details.
#pragma strict public class GetComponentsInParentExample extends MonoBehaviour { function Start() { var hingeJoints: HingeJoint[]; hingeJoints = GetComponentsInParent.<HingeJoint>(); if (hingeJoints != null) { for (var joint: HingeJoint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects var hingesInactive: HingeJoint[] = GetComponentsInParent.<HingeJoint>(true); for (var joint: HingeJoint in hingesInactive) joint.useSpring = false; } } }
using UnityEngine;
public class GetComponentsInParentExample : MonoBehaviour { void Start() { HingeJoint[] hingeJoints;
hingeJoints = GetComponentsInParent<HingeJoint>();
if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects HingeJoint[] hingesInactive = GetComponentsInParent<HingeJoint>(true);
foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }
includeInactive | Should inactive Components be included in the found set? |
results | List holding the found Components. |
Find Components in GameObject or parents, and return them in List results
.
#pragma strict public class GetComponentsInParentExample extends MonoBehaviour { function Start() { var hingeJoints: List.<HingeJoint> = new List.<HingeJoint>(); GetComponentsInParent.<HingeJoint>(false, hingeJoints); if (hingeJoints != null) { for (var joint: HingeJoint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects var hingesInactive: List.<HingeJoint> = new List.<HingeJoint>(); GetComponentsInParent.<HingeJoint>(true, hingesInactive); for (var joint: HingeJoint in hingesInactive) joint.useSpring = false; } } }
using UnityEngine; using System.Collections.Generic;
public class GetComponentsInParentExample : MonoBehaviour { void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>();
GetComponentsInParent<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>();
GetComponentsInParent<HingeJoint>(true, hingesInactive);
foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }