Свойство | Type | Description | |
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Muted | bool | ||
Scale | Vector3 |
Свойство | Type | Description | |
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mChildren | List |
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mParent | MBObject, | ||
mParticleSystem | MBParticleSystem, | ||
mTransform | Transform |
Méthode | Description | |
---|---|---|
CompareTo ( object obj ) : int | ||
Destroy ( ) : void |
Destroys this object Because all Magical Box objects are part of a cached particle system hierarchy, you need to call this instead of just deleting the GameObject |
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Matches ( ) : bool |
Gets whether class is of one of the given types
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Purge ( ) : void |
Recursively clear resources. Useful for parameters that load textures etc... This is called by the editor when you export to a prefabs and on Reset() |
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Reset ( ) : void | ||
SetParent ( MBObject, parent ) : void |
Sets a new parent for this object
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mbReloadHierarchy ( ) : void |
Force this object and all child objects to refetch parent and reload/recache their stuff This is used to update the cached hierarchy after changes were made |
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this ( int childIndex ) : MBObject, |
Gets a child by its index
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this ( string childName ) : MBObject, |
Gets a child by its name
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Méthode | Description | |
---|---|---|
OnDisable ( ) : void | ||
OnDrawGizmos ( ) : void |
By default draw the corresponding gizmo icon (with name of TypeName) ShouldDrawGizmos returns whether gizmos should be drawn or not, depending of the current editor settings |
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OnDrawGizmosSelected ( ) : void |
By default draw the corresponding gizmo icon (with name of TypeName) ShouldDrawGizmos returns whether gizmos should be drawn or not, depending of the current editor settings |
|
OnEnable ( ) : void |
public SetParent ( MBObject, parent ) : void | ||
parent | MBObject, | |
Résultat | void |
public this ( string childName ) : MBObject, | ||
childName | string | |
Résultat | MBObject, |
protected MBParticleSystem, mParticleSystem | ||
Résultat | MBParticleSystem, |