Unity3d修炼之路:加载一个预制体,然后为该对象添加组件,然后查找对象,得到组件。

#pragma strict

function Awake(){
	//加载一个预制体 资源必须在 Resources文件夹下  Resources.LoadLoad();
	//加载后 必须示例化   GameObject.Instantiate();
	//为对象添加组件      AddComponent();
	
	
	//Find游戏对象		Find();
	//Get组件			GetComponent();
	
	
	
	var pPrefab : GameObject = Resources.Load("Prefab/Scence",typeof(GameObject)) as GameObject;//加载一个预制体
	if(null != pPrefab)
	{
		var pPreabInstance : GameObject = GameObject.Instantiate(pPrefab);//示例化
		if(null != pPreabInstance)
		{
			pPreabInstance.name = "PrefabScence";
			var pScript : Prefab_test = pPreabInstance.AddComponent("Prefab_test") as Prefab_test;//为对象添加组件
			if(pScript == null)
			{
				Debug.Log("Component add error!");
			}
		}
		else
		{
			Debug.Log("Prefab Instance error!");
		}
	}
	else
	{
		Debug.Log("Prefab load error!");
	}
}

function Start(){
 	var pMyGameObject : GameObject = GameObject.Find("PrefabScence");//Find游戏对象
 	if(null != pMyGameObject)
 	{
  		var pScript : Prefab_test = pMyGameObject.GetComponent("Prefab_test") as Prefab_test;//Get组件
  		if(null != pScript)
  		{
  			pScript.DoSomething();
  		}
  		else
  		{
  			Debug.Log("Get Component error!");
  		}
 	}
 	else
 	{
 	 Debug.Log("Find GameObject error!");
 	}
}

脚本组件的代码

#pragma strict
function Update(){
	var fAngle : float= 30.0f;
	transform.Rotate(transform.up * Time.deltaTime * fAngle);
}
function DoSomething (){
	Debug.Log("wo shi da huai dan !");
}


文章来自:http://blog.csdn.net/xiaxiang123/article/details/41217827
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