标签:blog io ar os java for 文件 on 2014
#pragma strict function Awake(){ //加载一个预制体 资源必须在 Resources文件夹下 Resources.LoadLoad(); //加载后 必须示例化 GameObject.Instantiate(); //为对象添加组件 AddComponent(); //Find游戏对象 Find(); //Get组件 GetComponent(); var pPrefab : GameObject = Resources.Load("Prefab/Scence",typeof(GameObject)) as GameObject;//加载一个预制体 if(null != pPrefab) { var pPreabInstance : GameObject = GameObject.Instantiate(pPrefab);//示例化 if(null != pPreabInstance) { pPreabInstance.name = "PrefabScence"; var pScript : Prefab_test = pPreabInstance.AddComponent("Prefab_test") as Prefab_test;//为对象添加组件 if(pScript == null) { Debug.Log("Component add error!"); } } else { Debug.Log("Prefab Instance error!"); } } else { Debug.Log("Prefab load error!"); } } function Start(){ var pMyGameObject : GameObject = GameObject.Find("PrefabScence");//Find游戏对象 if(null != pMyGameObject) { var pScript : Prefab_test = pMyGameObject.GetComponent("Prefab_test") as Prefab_test;//Get组件 if(null != pScript) { pScript.DoSomething(); } else { Debug.Log("Get Component error!"); } } else { Debug.Log("Find GameObject error!"); } }
脚本组件的代码
#pragma strict function Update(){ var fAngle : float= 30.0f; transform.Rotate(transform.up * Time.deltaTime * fAngle); } function DoSomething (){ Debug.Log("wo shi da huai dan !"); }
Unity3d修炼之路:加载一个预制体,然后为该对象添加组件,然后查找对象,得到组件。
标签:blog io ar os java for 文件 on 2014
原文地址:http://blog.csdn.net/xiaxiang123/article/details/41217827