GetComponent 有多个重载。
-
有你指的generic版本——最常用的一个
T GetComponent<T>()
只能与编译时常量类型参数一起使用,例如
var renderer = GetComponent<Renderer>();
-
有一个使用动态Type
Component GetComponent (Type type)
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// Just an example, there are many ways of getting a type
var type = typeof(Renderer);
var renderer = (Renderer) GetComponent(type);
-
最后还有一个string
Component GetComponent (string typeName);
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// Again just an example, there are many ways of getting type names
// Especially when dealing with multiple assemblies you might even have to use the AssemblyQualifiedName
var renderer = (Renderer) GetComponent("Renderer");
请注意,对于任何动态版本,您要么必须键入 cast,要么如果仅具有通用 Component 引用就足够了,您当然可以使用它。
但是,如果可能的话,根本不要使用string 版本!
它总是很慢而且容易出错。而是使用例如一些常见的基类或interface,或使用枚举或Dictionary 来决定为哪个状态做什么。
所以我宁愿有例如
public interface IWeapon
{
void UseWeapon();
}
然后你的每一个不同的武器都可以实现这个接口
public class WeaponA : MonoBehaviour, IWeapon
{
public void UseWeapon ()
{
Debug.Log("Used Weapon A");
}
}
public class WeaponB : MonoBehaviour, IWeapon
{
public void UseWeapon ()
{
Debug.Log("Used Weapon B");
}
}
你的代码就是
var weapon = someObject.GetComponent<IWeapon>(). UseWeapon();
或者如果你的武器都共享一些共同的实现,例如拾取等,而不是有一个共同的基类
public abstract class BaseWeapon : MonoBehaviour
{
// Everything that all weapons share as behavior and properties
// every subclass HAS TO implement and override this method
public abstract void UseWeapon ();
// Alternatively if there even is some common behavior
// subclasses CAN but don't have to override this
//public virtual void UseWeapon ()
//{
// // Implementation that is the default behavior
//}
}
然后
public class WeaponA : BaseWeapon
{
public override void UseWeapon ()
{
Debug.Log("Used Weapon A");
// If using virtual before then this class IGNORES and fully overwrites the default implementation
}
}
public class WeaponB : BaseWeapon
{
public override void UseWeapon ()
{
// If using virtual and you WANT the default behavior then add
//base.UseWeapon();
Debug.Log("Used Weapon B");
}
}
你的代码就是
var weapon = someObject.GetComponent<BaseWeapon>(). UseWeapon();