Unity 框架

Behaviour.cs 1.4KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace TFramework
  6. {
  7. [Serializable]
  8. public class Behaviour : MonoBehaviour
  9. {
  10. [SerializeField, HideInInspector]
  11. private string m_id;
  12. public string ID{
  13. get => m_id = string.IsNullOrEmpty(m_id) ? gameObject.name + "_" + long.Parse(DateTime.Now.ToString("yyyyMMddhhmmss")).ToString("X") : m_id;
  14. protected set => m_id = value;
  15. }
  16. public virtual void Start()
  17. {
  18. }
  19. /// <summary>
  20. /// 重置ID
  21. /// </summary>
  22. public void ResetID()=> ID = gameObject.name + "_" + long.Parse(DateTime.Now.ToString("yyyyMMddhhmmss")).ToString("X");
  23. /// <summary>
  24. /// 复制
  25. /// </summary>
  26. public void CopyButtonEvent() => GUIUtility.systemCopyBuffer = ID;
  27. #region 通用
  28. /// <summary>
  29. /// 获取子物体
  30. /// </summary>
  31. /// <param name="index"></param>
  32. /// <returns></returns>
  33. public Transform GetChild(int index) => transform.childCount > 0 ? transform.GetChild(index) : null;
  34. /// <summary>
  35. /// 获取gameObject名字
  36. /// </summary>
  37. public string ObjName
  38. {
  39. get => gameObject.name;
  40. set => gameObject.name = value;
  41. }
  42. #endregion
  43. }
  44. }