[英]Enable/disable a GameObject component from a script [Unity3D]
I need to take the value of a boolean (put in a variable called "bouclier") set in one script to enable or disable a GameObject.我需要取一个脚本中设置的布尔值(放入一个名为“bouclier”的变量中)来启用或禁用游戏对象。
The variable is in game object Player (bottom right here):变量位于游戏对象 Player 中(此处右下角):
And I need to enable of disable this game object ("Bouclier01"):我需要启用或禁用此游戏对象(“Bouclier01”):
To do this, I attached a script to game object "Bouclier01".为此,我将脚本附加到游戏对象“Bouclier01”。 Here it is:这是:
using UnityEngine;
using System.Collections;
public class ShowBouclier : MonoBehaviour {
public GameObject Bouclier01;
public bool bouclier;
// Use this for initialization
void Start () {
Bouclier01 = Bouclier01.GetComponent<GameObject>();
}
// Update is called once per frame
void Update () {
Bouclier01.enabled = false;
if (bouclier == true) {
Bouclier01.enabled = true;
}
}
}
I must be missing something, because this comes up with this error message:我一定遗漏了一些东西,因为这会出现以下错误消息:
Any idea how to properly accomplish this?知道如何正确完成此操作吗?
You can use GameObject.SetActive() function to activate or deactivate a GameObject (I think GameObject.enabled was in the old API):您可以使用 GameObject.SetActive() 函数来激活或停用游戏对象(我认为 GameObject.enabled 在旧 API 中):
Bouclier.SetActive(false);
By the way, if you want to know the current activation state of a GameObject, use GameObject.activeSelf, which is a read only variable:顺便说一下,如果你想知道一个游戏对象的当前激活状态,可以使用 GameObject.activeSelf,它是一个只读变量:
Debug.Log(Bouclier.activeSelf);
it will works它会起作用
public GameObject otherobj;//your other object
public string scr;// your secound script name
void Start () {
(otherobj. GetComponent(scr) as MonoBehaviour).enabled = false;
}
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