/*
-
项目:
-
脚本:
-
脚本:
-
脚本:生成预制,删除预制
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企业:
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版本:1.0
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作者:非子萧
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时间:201710
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SchooSceneslManager : MonoBehaviour {public static SchooSceneslManager _instance;
private GameObject canvas;//画布;
private GameObject go;//生成的对象
private void Awake()
{
_instance = this;canvas = GameObject.Find("Canvas");
}
void Start() {
LoadPrefab("ProfilePanel", "ProfilePanel");
}
/// <summary>
/// 加载预制
/// </summary>
/// <param name="prefabname">预制的名称</param>
/// <param name="name">预制在Hierarchical中的名字</param>
public void LoadPrefab(string prefabname,string name )
{
GameObject prefab = Resources.Load<GameObject>(prefabname);//预制体需要放置在Resources文件夹go = Instantiate(prefab);//生成预制 go.transform.SetParent(canvas.transform);//预制的父亲 go.transform.name = name;//预制的名称 go.transform.localPosition = prefab.transform.position;//预制位置 go.transform.localRotation = prefab.transform.rotation;//预制旋转 go.transform.localScale = prefab.transform.localScale;//预制缩放 go.transform.SetAsFirstSibling();//预制序列,父第一个子物体
}
/// <summary>
/// 删除预制
/// </summary>
/// <param name="name">预制在Hierarchical中的名称</param>
public void Destroyfab(string name)
{
go.transform.name = name;Destroy(go);
}
}
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