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Instantiate duplicates an object. Including all attached scripts and the entire hierarchy. It keeps references in the way you expect it: References to objects outside the cloned hierarchy will be left untouched, References to objects in the cloned hierarchy will map to the cloned object.
实例化一个对象,将包含该对象已有的全部脚本和它的全部继承关系(比如子物体和组件).这可以保证你以期望的方式引用它:可以原封不动的将对象的继承关系复制到你的新对象中.
Instantiate is incredibly fast and very versatile. It is essential to using Unity to its fullest.
实例化非常快捷,而且是多用途的.在使用Unity的过程中充分利用它是非常必要的.
For example here is a tiny script that when attached to a rigidbody with collider will destroy itself and instead spawn an explosion object
例如这是一个小脚本,当碰撞体接触后销毁自身对象,并创建一个爆炸对象.
C#
JavaScript
using UnityEngine;using System.Collections;public class example : MonoBehaviour { public Transform explosion; void OnCollisionEnter() { Destroy(gameObject); Transform theClonedExplosion; theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation); }}
var explosion : Transform ;// When a collision happens destroy ourselves// and spawn an explosion prefab instead// 当一个碰撞发生自毁// 和产生爆炸预制物代替function OnCollisionEnter (){ Destroy (gameObject); var theClonedExplosion : Transform ; theClonedExplosion = Instantiate(explosion,transform.position, transform.rotation);}
Instantiate is usually used in conjunction with Prefabs .
实例化常和 Prefabs 一起使用.
来源:unity3d圣典 更多分享尽在web3D纳金网http://www.narkii.com/
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Subsections 章节
[脚本章节]Scripting Overview 脚本概述
[脚本章节]Overview: Script compilation 脚本编译(高级)
[脚本章节]Overview: Performance Optimization 性能优化
[脚本章节]Overview: The most important classes 重要的类
[脚本章节]Overview : Writing Scripts in C# 使用C#书写脚本
[脚本章节]Overview: Coroutines & Yield 协同程序 & 中断
[脚本章节]Overview: Instantiate 实例
[脚本章节]Overview: Member Variables & Global Variables 成员变量 & 全局变量
[脚本章节]Overview: Vectors 向量
[脚本章节]Overview: Accessing Other Game Objects 访问其他游戏物体
[脚本章节]Overview: Accessing Other Components 访问其他组件
[脚本章节]Overview: Keeping Track of Time 记录时间
[脚本章节]Overview: Common Operations 常用操作
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