Hierarchy上寻找物体

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

public class Test : MonoBehaviour {
    //序列帧贴图图片
    public Texture[] sprites;
    //计时器
    float timedemo;
    //模拟索引
    int i;

    public AstarPath[] obj;

    public GameObject[] objArr;

    public lalal[] obj_demo;

    public GameObject obj_single;
	// Use this for initialization
	void Start () {
        //在Hierarchy一级目录下寻找body名字的物体
         obj_single = GameObject.Find("body");
        //在当前场景下寻找挂有AstarPath脚本的所有物体
        obj = GameObject.FindObjectsOfType<AstarPath>();
        print(obj.Length);
        foreach (var item in obj)
        {
            print("name:" + item.transform.name);
        }
        //在当前场景下寻找tag值为lalal的所有物体
        objArr = GameObject.FindGameObjectsWithTag("lalal");
        //在当前物体下的所有子类寻找挂有lalal脚本的所有物体
        obj_demo = GetComponentsInChildren<lalal>();

        //在当前物体上的所有父类上寻找挂有lalal脚本的所有物体
        obj_demo = GetComponentsInParent<lalal>();
        print(obj_demo.Length);
    }
	
	// Update is called once per frame
	void Update () {

        XuLiezhen();
    }
    //序列帧程序
    void XuLiezhen()
    {
        timedemo += Time.deltaTime;
        if (timedemo > 0.02f)
        {
            transform.GetComponent<MeshRenderer>().material.mainTexture = sprites[i];
            i++;
            timedemo -= 0.02f;
            if (i == sprites.Length)
            {
                i = 0;
            }
        }
    }

}

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转载自blog.csdn.net/fanfan_hongyun/article/details/81454468