[英]How to turn off the mesh renderer
I want to turn off the mesh renderer of the sphere when x==3 and y==3, but that sphere is defined in another file (gem.cs). 我想在x == 3和y == 3时关闭球体的网格渲染器,但是该球体是在另一个文件(gem.cs)中定义的。 I want the mesh renderer to turn off in a different .cs file named as board.cs.
我希望在另一个名为board.cs的.cs文件中关闭网格渲染器。 I just want to make this gem(cube) have a sphere inside it to be invisible.
我只想使此gem(cube)内部具有一个球形,使其不可见。 How can I do it?
我该怎么做?
board.cs board.cs
public List<Gem> gems = new List<Gem>();
public int GridWidth;
public int GridHeight;
public GameObject gemprefab;
// Use this for initialization
void Start () {
for (int y = 0; y<GridHeight; y++) {
for (int x= 0; x<GridHeight; x++) {
GameObject g = Instantiate(gemprefab, new Vector3 (x, y, 0), Quaternion.identity) as GameObject;
g.transform.parent = gameObject.transform;
gems.Add(g.GetComponent<Gem>());
if(y==3 && x==3)
{ // eslot=new Vector3 (3, 3, 0) as GameObject;
gemprefab.renderer.enabled = false;
}
}
}
gameObject.transform.position = new Vector3 (-1.453695f, -1.409445f, 0);
}
Gem.cs 宝石
public GameObject sphere;
string[] gemMats ={"Red","Blue","Green","Orange","Yellow","Black","Purple"};
string color="";
public bool isSelected=false;
public List<Gem>Neighbors = new List<Gem>();
// Use this for initialization
void Start () {
CreateGem ();
}
public void CreateGem()
{
color = gemMats[Random.Range(0,gemMats.Length)];
Material m =Resources.Load("Materials/"+color) as Material;
sphere.renderer.material =m;
}
public List<Gem> gems = new List<Gem>();
public int GridWidth;
public int GridHeight;
public GameObject gemprefab;
// Use this for initialization
void Start () {
for (int y = 0; y<GridHeight; y++) {
for (int x= 0; x<GridHeight; x++) {
GameObject g = Instantiate(gemprefab, new Vector3 (x, y, 0), Quaternion.identity) as GameObject;
g.transform.parent = gameObject.transform;
gemComponent = g.GetComponent<Gem>();
gems.Add(gemComponent);
if(y==3 && x==3)
{ // eslot=new Vector3 (3, 3, 0) as GameObject;
//gemprefab.renderer.enabled = false;
gemComponent.sphere.renderer.enabled = false;
}
}
}
gameObject.transform.position = new Vector3 (-1.453695f, -1.409445f, 0);
}
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