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;
}
}
}
}