适合用在复制一样的物件,大量生成。这一次主要是想用实例化来生成苹果,在场中自动放很多颗苹果!!
先来看定义
//宣告建构式
public static Object Instantiate(Object original);
public static Object Instantiate(Object original, Transform parent);
public static
Object Instantiate(Object original, Transform parent, bool instantiateInWorldSpace);
public static Object Instantiate(Object original, Vector3 position, Quaternion rotation);
public static Object Instantiate(Object original, Vector3 position, Quaternion rotation, Transform parent);
※没有要旋转的时候,旋转向量可以填这个:Quaternion.identity
1.先创建好要复制的物件
2.写好脚本,挂在空物件上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InstantiateApple : MonoBehaviour
{
//宣告生成物件
public GameObject apple;
//设置三个生成位置
Vector3 position1 = new Vector3(-1.039978f,-0.330002f,0.0f);
Vector3 position2 = new Vector3(-0.039978f,-1.330002f,0.0f);
Vector3 position3 = new Vector3(-0.039978f,-0.330002f,0.0f);
//设置旋转
Quaternion rotation1 = new Quaternion(0,0,0,0);
void Start()
{
Instantiate(apple,position1, rotation1);
Instantiate(apple,position2, new Quaternion(0,0,0,0));
Instantiate(apple,position3, Quaternion.identity);
}
挂完脚本之後记得将要复制的物件拖曳进去。
3.设定好之後执行
1.做法都一样,改脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InstantiateApple : MonoBehaviour
{
//宣告要生成的物件
public GameObject apple;
//宣告生成物件的父物件
public Transform appleClass;
//三个生成位置
Vector3 position1 = new Vector3(-1.039978f,-0.330002f,0.0f);
Vector3 position2 = new Vector3(-0.039978f,-1.330002f,0.0f);
Vector3 position3 = new Vector3(-0.039978f,-0.330002f,0.0f);
//设置旋转
Quaternion rotation1 = new Quaternion(0,0,0,0);
void Start()
{
Instantiate(apple,position1, rotation1,appleClass);
Instantiate(apple,position2, new Quaternion(0,0,0,0),appleClass);
Instantiate(apple,position3, Quaternion.identity,appleClass);
}
}
2.结果
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