在Unity3D編輯器中添加GameObject時,Unity會自動按照GameObject的名稱進行排序(暫未找到設置該排序開關的功能,如有還請網友告知~)。當使用Transform.GetChild(index)遍歷某GameObject的子節點時,其索引順序也是根據該排序而定。
除了在編輯器中添加GameObject以外,還可以在代碼中動態創建GameObject並添加到當前場景中,例如:
codeA: son_transform.parent = father_transfrom; son_transform.name = "object_name";
codeB : son_transform.name = "object_name"; son_transform.parent = father_transform;
codeA與codeB的差別在於兩個語句的先后順序,但在使用GameObject.GetChild()來遍歷子節點時,這一先后順序會對子節點遍歷順序產生影響。
mother_object.name = "C"; for (int i = 0; i < 3; i++ ) { GameObject new_obj = GameObject.Instantiate(mother_object) as GameObject; new_obj.transform.parent = transform; new_obj.name = "T" + i; } for (int i = 0; i < 3; i++) { GameObject new_obj = GameObject.Instantiate( mother_object ) as GameObject; new_obj.transform.parent = transform; new_obj.name = "A" + i; } for (int i = 0; i < 3; i++) { GameObject new_obj = GameObject.Instantiate( mother_object ) as GameObject; new_obj.transform.parent = transform; new_obj.name = "F" + i; } for (int i = 0; i < transform.childCount;i++ ) { Debug.Log("transform " + i + " name " + transform.GetChild(i).name); }
上面的測試代碼段使用的是codeA方式來添加子節點,相應的輸出結果是:
transform 0 name A0
transform 1 name A1
transform 2 name A2
transform 3 name F2
transform 4 name F1
transform 5 name F0
transform 6 name T2
transform 7 name T1
transform 8 name T0
而如果將上面的測試代碼改成使用codeB方式來添加子節點,其輸出結果則是:
transform 0 name A0
transform 1 name A1
transform 2 name A2
transform 3 name F0
transform 4 name F1
transform 5 name F2
transform 6 name T0
transform 7 name T1
transform 8 name T2
由此推斷,在執行transform.parent = parent_trans;會觸發由小到大的插入排序,而重命名時不會再次排序。
所以在代碼中動態添加GameObject,並且代碼邏輯依賴於子節點的遍歷順序時,要格外注意".parent =" 和 ".name ="的執行順序。