Reputation: 67
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class SpinableObject
{
public Transform t;
public float rotationSpeed;
public float minSpeed;
public float maxSpeed;
public float speedRate;
public bool slowDown;
public void RotateObject()
{
if (rotationSpeed > maxSpeed)
slowDown = true;
else if (rotationSpeed < minSpeed)
slowDown = false;
rotationSpeed = (slowDown) ? rotationSpeed - 0.1f : rotationSpeed + 0.1f;
t.Rotate(Vector3.forward, Time.deltaTime * rotationSpeed);
}
}
public class SpinObject : MonoBehaviour
{
[SerializeField]
[Header("Global Rotation")]
[Space(5)]
public float rotationSpeed;
public float minSpeed;
public float maxSpeed;
public float speedRate;
public bool slowDown;
public List<GameObject> allObjects;
[Space(5)]
[Header("Rotation Mode")]
[LabeledBool("Global Rotation", "Individual Rotation")]
[SerializeField]
bool _rotationMode = true;
[Header("Individual Rotation")]
[Space(3)]
public SpinableObject[] individualObjects;
private void Start()
{
allObjects = new List<GameObject>();
foreach(Transform t in transform)
{
}
}
// Update is called once per frame
void Update()
{
if (_rotationMode == false)
{
foreach (var spinner in individualObjects)
spinner.RotateObject();
}
else
{
for (int i = 0; i < allObjects.Count; i++)
{
RotateAllObjects(allObjects[i].transform);
}
}
}
private void RotateAllObjects(Transform t)
{
if (rotationSpeed > maxSpeed)
slowDown = true;
else if (rotationSpeed < minSpeed)
slowDown = false;
rotationSpeed = (slowDown) ? rotationSpeed - 0.1f : rotationSpeed + 0.1f;
t.Rotate(Vector3.forward, Time.deltaTime * rotationSpeed);
}
}
Inside the Start i want to add the child objects by name not tag "Propeller" I have 4 child objects: "Propeller1" , "Propeller2" , "Propeller3" , "Propeller4"
I want to add this 4 objects to allObjects So it will rotate only the 4 properllers of this object the script is attached to. Since i'm cloning the object to many more i don't want to use FindByTag.
Upvotes: 0
Views: 160
Reputation: 7605
If you want to add all the children of the GameObject which content the script:
private void Start()
{
allObjects = new List<GameObject>();
foreach(Transform child in transform)
{
allObjects.Add(child.gameObject)
}
}
Other options in case you would like to add children from other gameObjects:
You can find GameObjects by name. And even children using the path. For example:
aFinger = transform.Find("LeftShoulder/Arm/Hand/Finger");
In case your children has the names you gave as example, you could do something like:
String Prefix = Propeller;
String nameGO;
for(int i = 1; i < 4; i++)
{
nameGO = Propeller + i;
GameObject mGameObject = transform.Find("PathToChildren/nameGO");
//Now rotate or do something with it
}
Upvotes: 2
Reputation: 5930
If that's a one time call only I would suggest using this snippet :
// names you want to search for
string[] searchForNames = new string[] { "Propeller1" , "Propeller2" , "Propeller3" , "Propeller4" };
// list of objects that matches the search
List<GameObject> wantedObjects = new List<GameObject>();
// placeholder for all objects in the current scent
List<GameObject> allObjects = new List<GameObjects>();
// retrieve all objects from active scene ( wont retrieve objects marked with DontDestroyOnLoad from other scenes )
SceneManager.GetActiveScene()GetRootGameObjects( allObjects );
// iterate through all objects found in the current scene
foreach(GameObject obj in allObjects)
{
// check if name is contained by searchForNames array
if(searchForNames.Contains(obj.name))
{
// add to the matching list
wantedObjects.Add(obj);
}
}
Upvotes: 1