We are doing the project, often write the code below.
gameObject.SetActive(true);
gameObject.SetActive(false);
active activation means is, in fact, is more appropriate.
But it was transferred over from other platforms, initially wanted to find the Hide / Show GameObject time a little less suited.
Like Cocos2d display is Visible (visible), while the iOS is Hidden (hidden), Quick-Cocos2d-x is a Show / Hide and so on, with the exception of Unity is called active, speaking for the author new to Unity, In fact, very difficult to understand.
So naturally start to gameObject.active, the method of packaging a bit Show and Hide.
Named using the Show and Hide.
code show as below:
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace QFramework
{
public class GameObejctActiveImprovements
{
#if UNITY_EDITOR
[MenuItem("QFramework/13.GameObejct 的显示、隐藏简化")]
#endif
private static void MenuClicked()
{
var gameObject = new GameObject();
Hide(gameObject);
}
public static void Show(GameObject gameObj)
{
gameObj.SetActive(true);
}
public static void Hide(GameObject gameObj)
{
gameObj.SetActive(false);
}
}
}
After executing this code, you create a hidden GameObject in the scene, as shown in FIG.
OK, today's content on these.
summary
Today's sample code, it seems very simple, in fact, to build a library of more advanced in terms of content, and why do you say it?
In fact, today is for us to do a little coding experience optimization, coding and this experience is the author's own experience, but that it is very sensitive to the code or coding experience a lot of people would notice such a little subtle problem. But because the code itself is relatively simple, so the initial library or build a framework more suitable for everyone practice.
Chapter Summary and Quick Review
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