https://docs.unity3d.com/2017.4/Documentation/ScriptReference/30_search.html?q=compon
public Component();
//
// 摘要:
// The game object this component is attached to. A component is always attached
// to a game object.
public GameObject gameObject { get; }
//
// 摘要:
// The tag of this game object.
public string tag { get; set; }
//
// 摘要:
// The Rigidbody attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property rigidbody has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component rigidbody { get; }
//
// 摘要:
// The Rigidbody2D that is attached to the Component's GameObject.
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property rigidbody2D has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component rigidbody2D { get; }
//
// 摘要:
// The Camera attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property camera has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component camera { get; }
//
// 摘要:
// The Light attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property light has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component light { get; }
//
// 摘要:
// The Animation attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property animation has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component animation { get; }
//
// 摘要:
// The Transform attached to this GameObject.
public Transform transform { get; }
//
// 摘要:
// The ConstantForce attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property constantForce has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component constantForce { get; }
//
// 摘要:
// The AudioSource attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property audio has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component audio { get; }
//
// 摘要:
// The GUIText attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property guiText has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component guiText { get; }
//
// 摘要:
// The NetworkView attached to this GameObject (Read Only). (null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property networkView has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component networkView { get; }
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property guiElement has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component guiElement { get; }
//
// 摘要:
// The GUITexture attached to this GameObject (Read Only). (null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property guiTexture has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component guiTexture { get; }
//
// 摘要:
// The Collider attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property collider has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component collider { get; }
//
// 摘要:
// The Collider2D component attached to the object.
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property collider2D has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component collider2D { get; }
//
// 摘要:
// The Renderer attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property renderer has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component renderer { get; }
//
// 摘要:
// The HingeJoint attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property hingeJoint has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component hingeJoint { get; }
//
// 摘要:
// The ParticleSystem attached to this GameObject. (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property particleSystem has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component particleSystem { get; }
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
// Name of the method to call.
//
// parameter:
// Optional parameter to pass to the method (can be any value).
//
// options:
// Should an error be raised if the method does not exist for a given target object?
[ExcludeFromDocs]
public void BroadcastMessage(string methodName);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
// Name of the method to call.
//
// parameter:
// Optional parameter to pass to the method (can be any value).
//
// options:
// Should an error be raised if the method does not exist for a given target object?
[ExcludeFromDocs]
public void BroadcastMessage(string methodName, object parameter);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
// Name of the method to call.
//
// parameter:
// Optional parameter to pass to the method (can be any value).
//
// options:
// Should an error be raised if the method does not exist for a given target object?
[FreeFunction("BroadcastMessage", HasExplicitThis = true)]
public void BroadcastMessage(string methodName, [Internal.DefaultValue("null")] object parameter, [Internal.DefaultValue("SendMessageOptions.RequireReceiver")] SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
// Name of the method to call.
//
// parameter:
// Optional parameter to pass to the method (can be any value).
//
// options:
// Should an error be raised if the method does not exist for a given target object?
public void BroadcastMessage(string methodName, SendMessageOptions options);
//
// 摘要:
// Is this game object tagged with tag ?
//
// 参数:
// tag:
// The tag to compare.
public bool CompareTag(string tag);
//
// 摘要:
// Returns the component of Type type if the game object has one attached, null
// if it doesn't.
//
// 参数:
// type:
// The type of Component to retrieve.
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponent(Type type);
[SecuritySafeCritical]
public T GetComponent<T>();
//
// 摘要:
// Returns the component with name type if the game object has one attached, null
// if it doesn't.
//
// 参数:
// type:
[FreeFunction(HasExplicitThis = true)]
public Component GetComponent(string type);
[ExcludeFromDocs]
public T GetComponentInChildren<T>();
public T GetComponentInChildren<T>([Internal.DefaultValue("false")] bool includeInactive);
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponentInChildren(Type t, bool includeInactive);
//
// 摘要:
// Returns the component of Type type in the GameObject or any of its children using
// depth first search.
//
// 参数:
// t:
// The type of Component to retrieve.
//
// 返回结果:
// A component of the matching type, if found.
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponentInChildren(Type t);
//
// 摘要:
// Returns the component of Type type in the GameObject or any of its parents.
//
// 参数:
// t:
// The type of Component to retrieve.
//
// 返回结果:
// A component of the matching type, if found.
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponentInParent(Type t);
public T GetComponentInParent<T>();
public T[] GetComponents<T>();
public void GetComponents<T>(List<T> results);
public void GetComponents(Type type, List<Component> results);
//
// 摘要:
// Returns all components of Type type in the GameObject.
//
// 参数:
// type:
// The type of Component to retrieve.
public Component[] GetComponents(Type type);
public void GetComponentsInChildren<T>(List<T> results);
public void GetComponentsInChildren<T>(bool includeInactive, List<T> result);
[ExcludeFromDocs]
public Component[] GetComponentsInChildren(Type t);
//
// 摘要:
// Returns all components of Type type in the GameObject or any of its children.
//
// 参数:
// t:
// The type of Component to retrieve.
//
// includeInactive:
// Should Components on inactive GameObjects be included in the found set? includeInactive
// decides which children of the GameObject will be searched. The GameObject that
// you call GetComponentsInChildren on is always searched regardless.
public Component[] GetComponentsInChildren(Type t, bool includeInactive);
public T[] GetComponentsInChildren<T>();
public T[] GetComponentsInChildren<T>(bool includeInactive);
public T[] GetComponentsInParent<T>();
[ExcludeFromDocs]
public Component[] GetComponentsInParent(Type t);
public void GetComponentsInParent<T>(bool includeInactive, List<T> results);
public T[] GetComponentsInParent<T>(bool includeInactive);
//
// 摘要:
// Returns all components of Type type in the GameObject or any of its parents.
//
// 参数:
// t:
// The type of Component to retrieve.
//
// includeInactive:
// Should inactive Components be included in the found set?
public Component[] GetComponentsInParent(Type t, [Internal.DefaultValue("false")] bool includeInactive);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// Name of the method to call.
//
// value:
// Optional parameter for the method.
//
// options:
// Should an error be raised if the target object doesn't implement the method for
// the message?
public void SendMessage(string methodName, SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// Name of the method to call.
//
// value:
// Optional parameter for the method.
//
// options:
// Should an error be raised if the target object doesn't implement the method for
// the message?
[FreeFunction("SendMessage", HasExplicitThis = true)]
public void SendMessage(string methodName, object value, SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// Name of the method to call.
//
// value:
// Optional parameter for the method.
//
// options:
// Should an error be raised if the target object doesn't implement the method for
// the message?
public void SendMessage(string methodName);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// Name of the method to call.
//
// value:
// Optional parameter for the method.
//
// options:
// Should an error be raised if the target object doesn't implement the method for
// the message?
public void SendMessage(string methodName, object value);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// Name of method to call.
//
// value:
// Optional parameter value for the method.
//
// options:
// Should an error be raised if the method does not exist on the target object?
public void SendMessageUpwards(string methodName, SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// Name of method to call.
//
// value:
// Optional parameter value for the method.
//
// options:
// Should an error be raised if the method does not exist on the target object?
[ExcludeFromDocs]
public void SendMessageUpwards(string methodName, object value);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// Name of method to call.
//
// value:
// Optional parameter value for the method.
//
// options:
// Should an error be raised if the method does not exist on the target object?
[FreeFunction(HasExplicitThis = true)]
public void SendMessageUpwards(string methodName, [Internal.DefaultValue("null")] object value, [Internal.DefaultValue("SendMessageOptions.RequireReceiver")] SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// Name of method to call.
//
// value:
// Optional parameter value for the method.
//
// options:
// Should an error be raised if the method does not exist on the target object?
[ExcludeFromDocs]
public void SendMessageUpwards(string methodName);
transform类提供了查找(父,根,子)变换组件、改变位置,角度,大小的功能
//
// 摘要:
// Position of the transform relative to the parent transform.
public Vector3 localPosition { get; set; }
//
// 摘要:
// The rotation as Euler angles in degrees.
public Vector3 eulerAngles { get; set; }
//
// 摘要:
// The rotation as Euler angles in degrees relative to the parent transform's rotation.
public Vector3 localEulerAngles { get; set; }
//
// 摘要:
// The red axis of the transform in world space.
public Vector3 right { get; set; }
//
// 摘要:
// The green axis of the transform in world space.
public Vector3 up { get; set; }
//
// 摘要:
// The blue axis of the transform in world space.
public Vector3 forward { get; set; }
//
// 摘要:
// The rotation of the transform in world space stored as a Quaternion.
public Quaternion rotation { get; set; }
//
// 摘要:
// The world space position of the Transform.
public Vector3 position { get; set; }
//
// 摘要:
// The rotation of the transform relative to the transform rotation of the parent.
public Quaternion localRotation { get; set; }
//
// 摘要:
// The parent of the transform.
public Transform parent { get; set; }
//
// 摘要:
// Matrix that transforms a point from world space into local space (Read Only).
public Matrix4x4 worldToLocalMatrix { get; }
//
// 摘要:
// Matrix that transforms a point from local space into world space (Read Only).
public Matrix4x4 localToWorldMatrix { get; }
//
// 摘要:
// Returns the topmost transform in the hierarchy.
public Transform root { get; }
//
// 摘要:
// The number of children the parent Transform has.
public int childCount { get; }
//
// 摘要:
// The global scale of the object (Read Only).
public Vector3 lossyScale { get; }
//
// 摘要:
// Has the transform changed since the last time the flag was set to 'false'?
[NativeProperty("HasChangedDeprecated")]
public bool hasChanged { get; set; }
//
// 摘要:
// The scale of the transform relative to the parent.
public Vector3 localScale { get; set; }
//
// 摘要:
// The transform capacity of the transform's hierarchy data structure.
public int hierarchyCapacity { get; set; }
//
// 摘要:
// The number of transforms in the transform's hierarchy data structure.
public int hierarchyCount { get; }
//
// 摘要:
// Unparents all children.
[FreeFunction("DetachChildren", HasExplicitThis = true)]
public void DetachChildren();
//
// 摘要:
// Finds a child by n and returns it.
//
// 参数:
// n:
// Name of child to be found.
//
// 返回结果:
// The returned child transform or null if no child is found.
public Transform Find(string n);
[Obsolete("FindChild has been deprecated. Use Find instead (UnityUpgradable) -> Find([mscorlib] System.String)", false)]
public Transform FindChild(string n);
//
// 摘要:
// Returns a transform child by index.
//
// 参数:
// index:
// Index of the child transform to return. Must be smaller than Transform.childCount.
//
// 返回结果:
// Transform child by index.
[FreeFunction("GetChild", HasExplicitThis = true)]
[NativeThrows]
public Transform GetChild(int index);
[NativeMethod("GetChildrenCount")]
[Obsolete("warning use Transform.childCount instead (UnityUpgradable) -> Transform.childCount", false)]
public int GetChildCount();
public IEnumerator GetEnumerator();
//
// 摘要:
// Gets the sibling index.
public int GetSiblingIndex();
//
// 摘要:
// Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
//
// 参数:
// direction:
public Vector3 InverseTransformDirection(Vector3 direction);
//
// 摘要:
// Transforms the direction x, y, z from world space to local space. The opposite
// of Transform.TransformDirection.
//
// 参数:
// x:
//
// y:
//
// z:
public Vector3 InverseTransformDirection(float x, float y, float z);
//
// 摘要:
// Transforms the position x, y, z from world space to local space. The opposite
// of Transform.TransformPoint.
//
// 参数:
// x:
//
// y:
//
// z:
public Vector3 InverseTransformPoint(float x, float y, float z);
//
// 摘要:
// Transforms position from world space to local space.
//
// 参数:
// position:
public Vector3 InverseTransformPoint(Vector3 position);
//
// 摘要:
// Transforms a vector from world space to local space. The opposite of Transform.TransformVector.
//
// 参数:
// vector:
public Vector3 InverseTransformVector(Vector3 vector);
//
// 摘要:
// Transforms the vector x, y, z from world space to local space. The opposite of
// Transform.TransformVector.
//
// 参数:
// x:
//
// y:
//
// z:
public Vector3 InverseTransformVector(float x, float y, float z);
//
// 摘要:
// Is this transform a child of parent?
//
// 参数:
// parent:
[FreeFunction("Internal_IsChildOrSameTransform", HasExplicitThis = true)]
public bool IsChildOf([NotNull] Transform parent);
//
// 摘要:
// Rotates the transform so the forward vector points at target's current position.
//
// 参数:
// target:
// Object to point towards.
//
// worldUp:
// Vector specifying the upward direction.
public void LookAt(Transform target, [DefaultValue("Vector3.up")] Vector3 worldUp);
//
// 摘要:
// Rotates the transform so the forward vector points at worldPosition.
//
// 参数:
// worldPosition:
// Point to look at.
//
// worldUp:
// Vector specifying the upward direction.
public void LookAt(Vector3 worldPosition, [DefaultValue("Vector3.up")] Vector3 worldUp);
//
// 摘要:
// Rotates the transform so the forward vector points at worldPosition.
//
// 参数:
// worldPosition:
// Point to look at.
//
// worldUp:
// Vector specifying the upward direction.
public void LookAt(Vector3 worldPosition);
//
// 摘要:
// Rotates the transform so the forward vector points at target's current position.
//
// 参数:
// target:
// Object to point towards.
//
// worldUp:
// Vector specifying the upward direction.
public void LookAt(Transform target);
public void Rotate(float xAngle, float yAngle, float zAngle);
//
// 摘要:
// Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x
// degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that
// order).
//
// 参数:
// eulers:
// The rotation to apply.
//
// relativeTo:
// Determines whether to rotate the GameObject either locally to the GameObject
// or relative to the Scene in world space.
public void Rotate(Vector3 eulers, [DefaultValue("Space.Self")] Space relativeTo);
public void Rotate(Vector3 eulers);
//
// 摘要:
// Applies a rotation of zAngle degrees around the z axis, xAngle degrees around
// the x axis, and yAngle degrees around the y axis (in that order).
//
// 参数:
// relativeTo:
// Determines whether to rotate the GameObject either is locally to the GameObject
// or relative to the Scene in world space.
//
// xAngle:
// Degrees to rotate the GameObject around the X axis.
//
// yAngle:
// Degrees to rotate the GameObject around the Y axis.
//
// zAngle:
// Degrees to rotate the GameObject around the Z axis.
public void Rotate(float xAngle, float yAngle, float zAngle, [DefaultValue("Space.Self")] Space relativeTo);
//
// 摘要:
// Rotates the object around the given axis by the number of degrees defined by
// the given angle.
//
// 参数:
// angle:
// The degrees of rotation to apply.
//
// axis:
// The axis to apply rotation to.
//
// relativeTo:
// Determines whether to rotate the GameObject either locally to the GameObject
// or relative to the Scene in world space.
public void Rotate(Vector3 axis, float angle, [DefaultValue("Space.Self")] Space relativeTo);
public void Rotate(Vector3 axis, float angle);
//
// 摘要:
// Rotates the transform about axis passing through point in world coordinates by
// angle degrees.
//
// 参数:
// point:
//
// axis:
//
// angle:
public void RotateAround(Vector3 point, Vector3 axis, float angle);
//
// 参数:
// axis:
//
// angle:
[Obsolete("warning use Transform.Rotate instead.")]
public void RotateAround(Vector3 axis, float angle);
[Obsolete("warning use Transform.Rotate instead.")]
public void RotateAroundLocal(Vector3 axis, float angle);
//
// 摘要:
// Move the transform to the start of the local transform list.
public void SetAsFirstSibling();
//
// 摘要:
// Move the transform to the end of the local transform list.
public void SetAsLastSibling();
//
// 摘要:
// Set the parent of the transform.
//
// 参数:
// parent:
// The parent Transform to use.
//
// worldPositionStays:
// If true, the parent-relative position, scale and rotation are modified such that
// the object keeps the same world space position, rotation and scale as before.
//
// p:
public void SetParent(Transform p);
//
// 摘要:
// Set the parent of the transform.
//
// 参数:
// parent:
// The parent Transform to use.
//
// worldPositionStays:
// If true, the parent-relative position, scale and rotation are modified such that
// the object keeps the same world space position, rotation and scale as before.
//
// p:
[FreeFunction("SetParent", HasExplicitThis = true)]
public void SetParent(Transform parent, bool worldPositionStays);
//
// 摘要:
// Sets the world space position and rotation of the Transform component.
//
// 参数:
// position:
//
// rotation:
public void SetPositionAndRotation(Vector3 position, Quaternion rotation);
//
// 摘要:
// Sets the sibling index.
//
// 参数:
// index:
// Index to set.
public void SetSiblingIndex(int index);
//
// 摘要:
// Transforms direction x, y, z from local space to world space.
//
// 参数:
// x:
//
// y:
//
// z:
public Vector3 TransformDirection(float x, float y, float z);
//
// 摘要:
// Transforms direction from local space to world space.
//
// 参数:
// direction:
public Vector3 TransformDirection(Vector3 direction);
//
// 摘要:
// Transforms the position x, y, z from local space to world space.
//
// 参数:
// x:
//
// y:
//
// z:
public Vector3 TransformPoint(float x, float y, float z);
//
// 摘要:
// Transforms position from local space to world space.
//
// 参数:
// position:
public Vector3 TransformPoint(Vector3 position);
//
// 摘要:
// Transforms vector x, y, z from local space to world space.
//
// 参数:
// x:
//
// y:
//
// z:
public Vector3 TransformVector(float x, float y, float z);
//
// 摘要:
// Transforms vector from local space to world space.
//
// 参数:
// vector:
public Vector3 TransformVector(Vector3 vector);
//
// 摘要:
// Moves the transform by x along the x axis, y along the y axis, and z along the
// z axis.
//
// 参数:
// x:
//
// y:
//
// z:
//
// relativeTo:
public void Translate(float x, float y, float z);
//
// 摘要:
// Moves the transform by x along the x axis, y along the y axis, and z along the
// z axis.
//
// 参数:
// x:
//
// y:
//
// z:
//
// relativeTo:
public void Translate(float x, float y, float z, [DefaultValue("Space.Self")] Space relativeTo);
//
// 摘要:
// Moves the transform in the direction and distance of translation.
//
// 参数:
// translation:
//
// relativeTo:
public void Translate(Vector3 translation);
//
// 摘要:
// Moves the transform in the direction and distance of translation.
//
// 参数:
// translation:
//
// relativeTo:
public void Translate(Vector3 translation, [DefaultValue("Space.Self")] Space relativeTo);
//
// 摘要:
// Moves the transform by x along the x axis, y along the y axis, and z along the
// z axis.
//
// 参数:
// x:
//
// y:
//
// z:
//
// relativeTo:
public void Translate(float x, float y, float z, Transform relativeTo);
//
// 摘要:
// Moves the transform in the direction and distance of translation.
//
// 参数:
// translation:
//
// relativeTo:
public void Translate(Vector3 translation, Transform relativeTo);
//
// 摘要:
// Creates a new game object, named name.
//
// 参数:
// name:
// The name that the GameObject is created with.
//
// components:
// A list of Components to add to the GameObject on creation.
public GameObject();
//
// 摘要:
// Creates a new game object, named name.
//
// 参数:
// name:
// The name that the GameObject is created with.
//
// components:
// A list of Components to add to the GameObject on creation.
public GameObject(string name);
//
// 摘要:
// Creates a new game object, named name.
//
// 参数:
// name:
// The name that the GameObject is created with.
//
// components:
// A list of Components to add to the GameObject on creation.
public GameObject(string name, params Type[] components);
//
// 摘要:
// The layer the game object is in.
public int layer { get; set; }
[Obsolete("GameObject.active is obsolete. Use GameObject.SetActive(), GameObject.activeSelf or GameObject.activeInHierarchy.")]
public bool active { get; set; }
//
// 摘要:
// The local active state of this GameObject. (Read Only)
public bool activeSelf { get; }
//
// 摘要:
// Defines whether the GameObject is active in the Scene.
public bool activeInHierarchy { get; }
//
// 摘要:
// Editor only API that specifies if a game object is static.
public bool isStatic { get; set; }
//
// 摘要:
// The tag of this game object.
public string tag { get; set; }
//
// 摘要:
// Scene that the GameObject is part of.
public Scene scene { get; }
public GameObject gameObject { get; }
//
// 摘要:
// The Rigidbody attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property rigidbody has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component rigidbody { get; }
//
// 摘要:
// The Rigidbody2D component attached to this GameObject. (Read Only)
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property rigidbody2D has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component rigidbody2D { get; }
//
// 摘要:
// The Camera attached to this GameObject (Read Only). (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property camera has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component camera { get; }
//
// 摘要:
// The Light attached to this GameObject (Read Only). (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property light has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component light { get; }
//
// 摘要:
// The Animation attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property animation has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component animation { get; }
//
// 摘要:
// The ConstantForce attached to this GameObject (Read Only). (Null if there is
// none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property constantForce has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component constantForce { get; }
//
// 摘要:
// The Renderer attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property renderer has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component renderer { get; }
//
// 摘要:
// The AudioSource attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property audio has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component audio { get; }
//
// 摘要:
// The GUIText attached to this GameObject (Read Only). (Null if there is none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property guiText has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component guiText { get; }
//
// 摘要:
// The NetworkView attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property networkView has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component networkView { get; }
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property guiElement has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component guiElement { get; }
//
// 摘要:
// The GUITexture attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property guiTexture has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component guiTexture { get; }
//
// 摘要:
// The Collider attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property collider has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component collider { get; }
//
// 摘要:
// The Collider2D component attached to this object.
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property collider2D has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component collider2D { get; }
//
// 摘要:
// The Transform attached to this GameObject.
public Transform transform { get; }
//
// 摘要:
// The HingeJoint attached to this GameObject (Read Only). (Null if there is none
// attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property hingeJoint has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component hingeJoint { get; }
//
// 摘要:
// The ParticleSystem attached to this GameObject (Read Only). (Null if there is
// none attached).
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Property particleSystem has been deprecated. Use GetComponent() instead. (UnityUpgradable)" , true)]
public Component particleSystem { get; }
//
// 摘要:
// Creates a game object with a primitive mesh renderer and appropriate collider.
//
// 参数:
// type:
// The type of primitive object to create.
[FreeFunction("GameObjectBindings::CreatePrimitive")]
public static GameObject CreatePrimitive(PrimitiveType type);
//
// 摘要:
// Finds a GameObject by name and returns it.
//
// 参数:
// name:
[FreeFunction(Name = "GameObjectBindings::Find")]
public static GameObject Find(string name);
//
// 摘要:
// Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject
// was found.
//
// 参数:
// tag:
// The name of the tag to search GameObjects for.
[FreeFunction(Name = "GameObjectBindings::FindGameObjectsWithTag", ThrowsException = true)]
public static GameObject[] FindGameObjectsWithTag(string tag);
[FreeFunction(Name = "GameObjectBindings::FindGameObjectWithTag", ThrowsException = true)]
public static GameObject FindGameObjectWithTag(string tag);
//
// 摘要:
// Returns one active GameObject tagged tag. Returns null if no GameObject was found.
//
// 参数:
// tag:
// The tag to search for.
public static GameObject FindWithTag(string tag);
public T AddComponent<T>() where T : Component;
//
// 摘要:
// Adds a component class of type componentType to the game object. C# Users can
// use a generic version.
//
// 参数:
// componentType:
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component AddComponent(Type componentType);
//
// 摘要:
// Adds a component class named className to the game object.
//
// 参数:
// className:
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("GameObject.AddComponent with string argument has been deprecated. Use GameObject.AddComponent() instead. (UnityUpgradable)." , true)]
public Component AddComponent(string className);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
//
// parameter:
//
// options:
[ExcludeFromDocs]
public void BroadcastMessage(string methodName);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
//
// parameter:
//
// options:
[FreeFunction(Name = "Scripting::BroadcastScriptingMessage", HasExplicitThis = true)]
public void BroadcastMessage(string methodName, [Internal.DefaultValue("null")] object parameter, [Internal.DefaultValue("SendMessageOptions.RequireReceiver")] SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// or any of its children.
//
// 参数:
// methodName:
//
// parameter:
//
// options:
[ExcludeFromDocs]
public void BroadcastMessage(string methodName, object parameter);
//
// 参数:
// methodName:
//
// options:
public void BroadcastMessage(string methodName, SendMessageOptions options);
//
// 摘要:
// Is this game object tagged with tag ?
//
// 参数:
// tag:
// The tag to compare.
[FreeFunction(Name = "GameObjectBindings::CompareTag", HasExplicitThis = true)]
public bool CompareTag(string tag);
[SecuritySafeCritical]
public T GetComponent<T>();
//
// 摘要:
// Returns the component with name type if the game object has one attached, null
// if it doesn't.
//
// 参数:
// type:
// The type of Component to retrieve.
public Component GetComponent(string type);
//
// 摘要:
// Returns the component of Type type if the game object has one attached, null
// if it doesn't.
//
// 参数:
// type:
// The type of Component to retrieve.
[FreeFunction(Name = "GameObjectBindings::GetComponentFromType", HasExplicitThis = true, ThrowsException = true)]
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponent(Type type);
//
// 摘要:
// Returns the component of Type type in the GameObject or any of its children using
// depth first search.
//
// 参数:
// type:
// The type of Component to retrieve.
//
// includeInactive:
//
// 返回结果:
// A component of the matching type, if found.
[FreeFunction(Name = "GameObjectBindings::GetComponentInChildren", HasExplicitThis = true, ThrowsException = true)]
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponentInChildren(Type type, bool includeInactive);
//
// 摘要:
// Returns the component of Type type in the GameObject or any of its children using
// depth first search.
//
// 参数:
// type:
// The type of Component to retrieve.
//
// includeInactive:
//
// 返回结果:
// A component of the matching type, if found.
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponentInChildren(Type type);
[ExcludeFromDocs]
public T GetComponentInChildren<T>();
public T GetComponentInChildren<T>([Internal.DefaultValue("false")] bool includeInactive);
//
// 摘要:
// Returns the component of Type type in the GameObject or any of its parents.
//
// 参数:
// type:
// Type of component to find.
[FreeFunction(Name = "GameObjectBindings::GetComponentInParent", HasExplicitThis = true, ThrowsException = true)]
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public Component GetComponentInParent(Type type);
public T GetComponentInParent<T>();
public void GetComponents<T>(List<T> results);
public T[] GetComponents<T>();
//
// 摘要:
// Returns all components of Type type in the GameObject.
//
// 参数:
// type:
// The type of Component to retrieve.
public Component[] GetComponents(Type type);
public void GetComponents(Type type, List<Component> results);
//
// 摘要:
// Returns all components of Type type in the GameObject or any of its children.
//
// 参数:
// type:
// The type of Component to retrieve.
//
// includeInactive:
// Should Components on inactive GameObjects be included in the found set?
[ExcludeFromDocs]
public Component[] GetComponentsInChildren(Type type);
//
// 摘要:
// Returns all components of Type type in the GameObject or any of its children.
//
// 参数:
// type:
// The type of Component to retrieve.
//
// includeInactive:
// Should Components on inactive GameObjects be included in the found set?
public Component[] GetComponentsInChildren(Type type, [Internal.DefaultValue("false")] bool includeInactive);
public void GetComponentsInChildren<T>(bool includeInactive, List<T> results);
public void GetComponentsInChildren<T>(List<T> results);
public T[] GetComponentsInChildren<T>();
public T[] GetComponentsInChildren<T>(bool includeInactive);
[ExcludeFromDocs]
public Component[] GetComponentsInParent(Type type);
public void GetComponentsInParent<T>(bool includeInactive, List<T> results);
public T[] GetComponentsInParent<T>();
//
// 摘要:
// Returns all components of Type type in the GameObject or any of its parents.
//
// 参数:
// type:
// The type of Component to retrieve.
//
// includeInactive:
// Should inactive Components be included in the found set?
public Component[] GetComponentsInParent(Type type, [Internal.DefaultValue("false")] bool includeInactive);
public T[] GetComponentsInParent<T>(bool includeInactive);
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("gameObject.PlayAnimation is not supported anymore. Use animation.Play()", true)]
public void PlayAnimation(Object animation);
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("GameObject.SampleAnimation(AnimationClip, float) has been deprecated. Use AnimationClip.SampleAnimation(GameObject, float) instead (UnityUpgradable).", true)]
public void SampleAnimation(Object clip, float time);
//
// 参数:
// methodName:
//
// options:
public void SendMessage(string methodName, SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// The name of the method to call.
//
// value:
// An optional parameter value to pass to the called method.
//
// options:
// Should an error be raised if the method doesn't exist on the target object?
[ExcludeFromDocs]
public void SendMessage(string methodName);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// The name of the method to call.
//
// value:
// An optional parameter value to pass to the called method.
//
// options:
// Should an error be raised if the method doesn't exist on the target object?
[ExcludeFromDocs]
public void SendMessage(string methodName, object value);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object.
//
// 参数:
// methodName:
// The name of the method to call.
//
// value:
// An optional parameter value to pass to the called method.
//
// options:
// Should an error be raised if the method doesn't exist on the target object?
[FreeFunction(Name = "Scripting::SendScriptingMessage", HasExplicitThis = true)]
public void SendMessage(string methodName, [Internal.DefaultValue("null")] object value, [Internal.DefaultValue("SendMessageOptions.RequireReceiver")] SendMessageOptions options);
//
// 参数:
// methodName:
//
// options:
public void SendMessageUpwards(string methodName, SendMessageOptions options);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// The name of the method to call.
//
// value:
// An optional parameter value to pass to the called method.
//
// options:
// Should an error be raised if the method doesn't exist on the target object?
[ExcludeFromDocs]
public void SendMessageUpwards(string methodName);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// The name of the method to call.
//
// value:
// An optional parameter value to pass to the called method.
//
// options:
// Should an error be raised if the method doesn't exist on the target object?
[ExcludeFromDocs]
public void SendMessageUpwards(string methodName, object value);
//
// 摘要:
// Calls the method named methodName on every MonoBehaviour in this game object
// and on every ancestor of the behaviour.
//
// 参数:
// methodName:
// The name of the method to call.
//
// value:
// An optional parameter value to pass to the called method.
//
// options:
// Should an error be raised if the method doesn't exist on the target object?
[FreeFunction(Name = "Scripting::SendScriptingMessageUpwards", HasExplicitThis = true)]
public void SendMessageUpwards(string methodName, [Internal.DefaultValue("null")] object value, [Internal.DefaultValue("SendMessageOptions.RequireReceiver")] SendMessageOptions options);
//
// 摘要:
// ActivatesDeactivates the GameObject, depending on the given true or false/ value.
//
// 参数:
// value:
// Activate or deactivate the object, where true activates the GameObject and false
// deactivates the GameObject.
[NativeMethod(Name = "SetSelfActive")]
public void SetActive(bool value);
[NativeMethod(Name = "SetActiveRecursivelyDeprecated")]
[Obsolete("gameObject.SetActiveRecursively() is obsolete. Use GameObject.SetActive(), which is now inherited by children.")]
public void SetActiveRecursively(bool state);
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("gameObject.StopAnimation is not supported anymore. Use animation.Stop()", true)]
public void StopAnimation();
https://www.bilibili.com/video/BV12s411g7gU?p=120