Unity的GetComponent()如何工作? [英] How does Unity's GetComponent() work?

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问题描述

我一直在尝试制作类似于Unity的基于组件的系统,但是使用C ++.我想知道Unity实现的GetComponent()方法如何工作.这是一个非常强大的功能.具体来说,我想知道它使用哪种容器来存储其组件.

我在此功能的克隆中需要满足的两个条件如下. 1.我也需要返回任何继承的组件.例如,如果SphereCollider继承了Collider,则GetComponent< Collider>()将返回连接到GameObject的SphereCollider,但是GetComponent< SphereCollider>()将不返回任何附加的Collider. 2.我需要功能快速.最好使用某种哈希函数.

对于准则一,我知道我可以使用与以下实现类似的东西

std::vector<Component*> components
template <typename T>
T* GetComponent()
{
    for each (Component* c in components)
        if (dynamic_cast<T>(*c))
            return (T*)c;
    return nullptr;
}

但这不符合快速的第二个标准.为此,我知道我可以做这样的事情.

std::unordered_map<type_index, Component*> components
template <typename T>
T* GetComponent()
{
    return (T*)components[typeid(T)];
}

但同样,这不符合第一个条件.

如果有人知道结合这两个功能的某种方法,即使它比第二个示例慢一些,我也愿意牺牲一点.谢谢!

解决方案

由于我正在编写自己的游戏引擎并采用相同的设计,因此我认为我会分享自己的结果.

概述

我为自己想用作GameObject实例的Components的类编写了自己的RTTI.通过#define设置两个宏:CLASS_DECLARATIONCLASS_DEFINITION

,可减少键入的次数

CLASS_DECLARATION声明将用于标识class类型(Type)的唯一static const std::size_t,以及一个virtual函数,该函数允许对象通过调用其父对象来遍历其class层次结构.具有相同名称的类函数(IsClassType).

CLASS_DEFINITION定义了这两件事.即Type被初始化为class名称的字符串化版本的哈希(使用TO_STRING(x) #x),因此Type比较只是一个int比较,而不是字符串比较.

std::hash<std::string>是使用的哈希函数,可确保相等的输入产生相等的输出,并且冲突次数几乎为零.


除了哈希冲突的风险较低之外,此实现还具有其他优点,即允许用户使用这些宏创建自己的Component类,而不必引用或扩展enum class的某些主include文件,或使用typeid(仅提供运行时类型,不提供父类).


AddComponent

此自定义RTTI简化了Add|Get|RemoveComponent的调用语法,使其仅指定template类型,就像Unity.

AddComponent方法完美地将通用参考可变参数参数包转发给用户的构造函数.因此,例如,用户定义的Component派生的class CollisionModel可以具有构造函数:

CollisionModel( GameObject * owner, const Vec3 & size, const Vec3 & offset, bool active );

然后稍后用户只需调用:

myGameObject.AddComponent<CollisionModel>(this, Vec3( 10, 10, 10 ), Vec3( 0, 0, 0 ), true );

请注意Vec3的显式构造,因为如果使用推论的初始化器列表语法(例如{ 10, 10, 10 }),则完美转发可能无法链接,而与Vec3的构造函数声明无关.


此自定义RTTI还解决了std::unordered_map<std::typeindex,...>解决方案的3个问题:

  1. 即使使用std::tr2::direct_bases遍历层次结构,最终结果仍然是地图中同一指针的重复项.
  2. 用户不能添加多个等效类型的组件,除非使用的映射允许/解决冲突而不覆盖,否则会减慢代码的速度.
  3. 不需要不确定且缓慢的dynamic_cast,只需一个直线的static_cast.


GetComponent

GetComponent只是将template类型的static const std::size_t Type用作virtual bool IsClassType方法的参数,并在std::vector< std::unique_ptr< Component > >上进行迭代以查找第一个匹配项.

我还实现了GetComponents方法,该方法可以获取所请求类型的所有组件,再次包括从父类中获取.

请注意,static成员Type可以在有或没有类实例的情况下访问.

还要注意,Typepublic,是为每个Component派生的类声明的,...尽管是POD成员,但大写以强调其灵活使用.


RemoveComponent

最后,RemoveComponent使用C++14的init-capture将相同的template类型的static const std::size_t Type传递给lambda,因此它基本上可以进行相同的矢量遍历,这一次得到了iterator到第一个匹配元素.


代码中有一些关于想法的注释,以实现更灵活的实现,更不用说所有这些版本的const版本也可以轻松实现.


代码

Classes.h

#ifndef TEST_CLASSES_H
#define TEST_CLASSES_H

#include <string>
#include <functional>
#include <vector>
#include <memory>
#include <algorithm>

#define TO_STRING( x ) #x

//****************
// CLASS_DECLARATION
//
// This macro must be included in the declaration of any subclass of Component.
// It declares variables used in type checking.
//****************
#define CLASS_DECLARATION( classname )                                                      \
public:                                                                                     \
    static const std::size_t Type;                                                          \
    virtual bool IsClassType( const std::size_t classType ) const override;                 \

//****************
// CLASS_DEFINITION
// 
// This macro must be included in the class definition to properly initialize 
// variables used in type checking. Take special care to ensure that the 
// proper parentclass is indicated or the run-time type information will be
// incorrect. Only works on single-inheritance RTTI.
//****************
#define CLASS_DEFINITION( parentclass, childclass )                                         \
const std::size_t childclass::Type = std::hash< std::string >()( TO_STRING( childclass ) ); \
bool childclass::IsClassType( const std::size_t classType ) const {                         \
        if ( classType == childclass::Type )                                                \
            return true;                                                                    \
        return parentclass::IsClassType( classType );                                       \
}                                                                                           \

namespace rtti {

//***************
// Component
// base class
//***************
class Component {
public:         
    
static const std::size_t                    Type;
virtual bool                                IsClassType( const std::size_t classType ) const { 
                                                return classType == Type; 
                                            }

public:

    virtual                                ~Component() = default;
                                            Component( std::string && initialValue ) 
                                                : value( initialValue ) { 
                                            }

public:

    std::string                             value = "uninitialized";
};

//***************
// Collider
//***************
class Collider : public Component {
    
    CLASS_DECLARATION( Collider )

public:

                                            Collider( std::string && initialValue ) 
                                                : Component( std::move( initialValue ) ) { 
                                            }
};

//***************
// BoxCollider
//***************
class BoxCollider : public Collider {
    
    CLASS_DECLARATION( BoxCollider )

public:

                                            BoxCollider( std::string && initialValue ) 
                                                : Collider( std::move( initialValue ) ) { 
                                            }
};

//***************
// RenderImage
//***************
class RenderImage : public Component {
    
    CLASS_DECLARATION( RenderImage )

public:

                                            RenderImage( std::string && initialValue ) 
                                                : Component( std::move( initialValue ) ) { 
                                            }
};

//***************
// GameObject
//***************
class GameObject {
public:

    std::vector< std::unique_ptr< Component > > components;

public:

    template< class ComponentType, typename... Args >
    void                                    AddComponent( Args&&... params );

    template< class ComponentType >
    ComponentType &                         GetComponent();

    template< class ComponentType >
    bool                                    RemoveComponent();

    template< class ComponentType >
    std::vector< ComponentType * >          GetComponents();

    template< class ComponentType >
    int                                     RemoveComponents();
};

//***************
// GameObject::AddComponent
// perfect-forwards all params to the ComponentType constructor with the matching parameter list
// DEBUG: be sure to compare the arguments of this fn to the desired constructor to avoid perfect-forwarding failure cases
// EG: deduced initializer lists, decl-only static const int members, 0|NULL instead of nullptr, overloaded fn names, and bitfields
//***************
template< class ComponentType, typename... Args >
void GameObject::AddComponent( Args&&... params ) {
    components.emplace_back( std::make_unique< ComponentType >( std::forward< Args >( params )... ) );
}

//***************
// GameObject::GetComponent
// returns the first component that matches the template type
// or that is derived from the template type
// EG: if the template type is Component, and components[0] type is BoxCollider
// then components[0] will be returned because it derives from Component
//***************
template< class ComponentType >
ComponentType & GameObject::GetComponent() {
    for ( auto && component : components ) {
        if ( component->IsClassType( ComponentType::Type ) )
            return *static_cast< ComponentType * >( component.get() );
    }

    return *std::unique_ptr< ComponentType >( nullptr );
}

//***************
// GameObject::RemoveComponent
// returns true on successful removal
// returns false if components is empty, or no such component exists
//***************
template< class ComponentType >
bool GameObject::RemoveComponent() {
    if ( components.empty() )
        return false;

    auto & index = std::find_if( components.begin(), 
                                    components.end(), 
                                    [ classType = ComponentType::Type ]( auto & component ) { 
                                    return component->IsClassType( classType ); 
                                    } );

    bool success = index != components.end();

    if ( success )
        components.erase( index );

    return success;
}

//***************
// GameObject::GetComponents
// returns a vector of pointers to the the requested component template type following the same match criteria as GetComponent
// NOTE: the compiler has the option to copy-elide or move-construct componentsOfType into the return value here
// TODO: pass in the number of elements desired (eg: up to 7, or only the first 2) which would allow a std::array return value,
// except there'd need to be a separate fn for getting them *all* if the user doesn't know how many such Components the GameObject has
// TODO: define a GetComponentAt<ComponentType, int>() that can directly grab up to the the n-th component of the requested type
//***************
template< class ComponentType >
std::vector< ComponentType * > GameObject::GetComponents() {
    std::vector< ComponentType * > componentsOfType;

    for ( auto && component : components ) {
        if ( component->IsClassType( ComponentType::Type ) )
            componentsOfType.emplace_back( static_cast< ComponentType * >( component.get() ) );
    }

    return componentsOfType;
}

//***************
// GameObject::RemoveComponents
// returns the number of successful removals, or 0 if none are removed
//***************
template< class ComponentType >
int GameObject::RemoveComponents() {
    if ( components.empty() )
        return 0;

    int numRemoved = 0;
    bool success = false;

    do {
        auto & index = std::find_if( components.begin(), 
                                        components.end(), 
                                        [ classType = ComponentType::Type ]( auto & component ) { 
                                        return component->IsClassType( classType ); 
                                        } );

        success = index != components.end();

        if ( success ) {
            components.erase( index );
            ++numRemoved;
        }
    } while ( success );

    return numRemoved;
}

}      /* rtti */
#endif /* TEST_CLASSES_H */


Classes.cpp

#include "Classes.h"

using namespace rtti;

const std::size_t Component::Type = std::hash<std::string>()(TO_STRING(Component));

CLASS_DEFINITION(Component, Collider)
CLASS_DEFINITION(Collider, BoxCollider)
CLASS_DEFINITION(Component, RenderImage)


main.cpp

#include <iostream>
#include "Classes.h"

#define MORE_CODE 0

int main( int argc, const char * argv ) {

    using namespace rtti;
    
    GameObject test;

    // AddComponent test
    test.AddComponent< Component >( "Component" );
    test.AddComponent< Collider >( "Collider" );
    test.AddComponent< BoxCollider >( "BoxCollider_A" );
    test.AddComponent< BoxCollider >( "BoxCollider_B" );

#if MORE_CODE
    test.AddComponent< RenderImage >( "RenderImage" );
#endif

    std::cout << "Added:\n------\nComponent\t(1)\nCollider\t(1)\nBoxCollider\t(2)\nRenderImage\t(0)\n\n";

    // GetComponent test
    auto & componentRef     = test.GetComponent< Component >();
    auto & colliderRef      = test.GetComponent< Collider >();
    auto & boxColliderRef1  = test.GetComponent< BoxCollider >();
    auto & boxColliderRef2  = test.GetComponent< BoxCollider >();       // boxColliderB == boxColliderA here because GetComponent only gets the first match in the class hierarchy
    auto & renderImageRef   = test.GetComponent< RenderImage >();       // gets &nullptr with MORE_CODE 0

    std::cout << "Values:\n-------\ncomponentRef:\t\t"  << componentRef.value
              << "\ncolliderRef:\t\t"                   << colliderRef.value    
              << "\nboxColliderRef1:\t"                 << boxColliderRef1.value
              << "\nboxColliderRef2:\t"                 << boxColliderRef2.value
              << "\nrenderImageRef:\t\t"                << ( &renderImageRef != nullptr ? renderImageRef.value : "nullptr" );

    // GetComponents test
    auto allColliders = test.GetComponents< Collider >();
    std::cout << "\n\nThere are (" << allColliders.size() << ") collider components attached to the test GameObject:\n";
    for ( auto && c : allColliders ) {
        std::cout << c->value << '\n';
    }

    // RemoveComponent test
    test.RemoveComponent< BoxCollider >();                              // removes boxColliderA
    auto & boxColliderRef3      = test.GetComponent< BoxCollider >();   // now this is the second BoxCollider "BoxCollider_B"

    std::cout << "\n\nFirst BoxCollider instance removed\nboxColliderRef3:\t" << boxColliderRef3.value << '\n';

#if MORE_CODE
    // RemoveComponent return test
    int removed = 0;
    while ( test.RemoveComponent< Component >() ) {
        ++removed;
    }
#else
    // RemoveComponents test
    int removed = test.RemoveComponents< Component >();
#endif

    std::cout << "\nSuccessfully removed (" << removed << ") components from the test GameObject\n";

    system( "PAUSE" );
    return 0;
}


输出

    Added:
    ------
    Component       (1)
    Collider        (1)
    BoxCollider     (2)
    RenderImage     (0)
    
    Values:
    -------
    componentRef:           Component
    colliderRef:            Collider
    boxColliderRef1:        BoxCollider_A
    boxColliderRef2:        BoxCollider_A
    renderImageRef:         nullptr
    
    There are (3) collider components attached to the test GameObject:
    Collider
    BoxCollider_A
    BoxCollider_B
    
    
    First BoxCollider instance removed
    boxColliderRef3:        BoxCollider_B
    
    Successfully removed (3) components from the test GameObject

旁注:授予的Unity使用Destroy(object)而不是RemoveComponent,但是我的版本现在适合我的需求.

I've been experimenting with making a component based system similar to Unity's, but in C++. I'm wondering how the GetComponent() method that Unity implements works. It is a very powerful function. Specifically, I want to know what kind of container it uses to store its components.

The two criteria I need in my clone of this function are as follows. 1. I need any inherited components to be returned as well. For example, if SphereCollider inherits Collider, GetComponent< Collider>() will return the SphereCollider attached to the GameObject, but GetComponent< SphereCollider>() will not return any Collider attached. 2. I need the function to be fast. Preferably, it would use some kind of hash function.

For criteria one, I know that I could use something similar to the following implementation

std::vector<Component*> components
template <typename T>
T* GetComponent()
{
    for each (Component* c in components)
        if (dynamic_cast<T>(*c))
            return (T*)c;
    return nullptr;
}

But that doesn't fit the second criteria of being fast. For that, I know I could do something like this.

std::unordered_map<type_index, Component*> components
template <typename T>
T* GetComponent()
{
    return (T*)components[typeid(T)];
}

But again, that doesn't fit the first criteria.

If anybody knows of some way to combine those two features, even if it's a little slower than the second example, I would be willing to sacrifice a little bit. Thank you!

解决方案

Since I'm writing my own game engine and incorporating the same design, I thought I'd share my results.

Overview

I wrote my own RTTI for the classes I cared to use as Components of my GameObject instances. The amount of typing is reduced by #defineing the two macros: CLASS_DECLARATION and CLASS_DEFINITION

CLASS_DECLARATION declares the unique static const std::size_t that will be used to identify the class type (Type), and a virtual function that allows objects to traverse their class hierarchy by calling their parent-class function of the same name (IsClassType).

CLASS_DEFINITION defines those two things. Namely the Type is initialized to a hash of a stringified version of the class name (using TO_STRING(x) #x), so that Type comparisons are just an int compare and not a string compare.

std::hash<std::string> is the hash function used, which guarantees equal inputs yield equal outputs, and the number of collisions is near-zero.


Aside from the low risk of hash collisions, this implementation has the added benefit of allowing users to create their own Component classes using those macros without ever having to refer to|extend some master include file of enum classs, or use typeid (which only provides the run-time type, not the parent-classes).


AddComponent

This custom RTTI simplifies the call syntax for Add|Get|RemoveComponent to just specifying the template type, just like Unity.

The AddComponent method perfect-forwards a universal reference variadic parameter pack to the user's constructor. So, for example, a user-defined Component-derived class CollisionModel could have the constructor:

CollisionModel( GameObject * owner, const Vec3 & size, const Vec3 & offset, bool active );

then later on the user simply calls:

myGameObject.AddComponent<CollisionModel>(this, Vec3( 10, 10, 10 ), Vec3( 0, 0, 0 ), true );

Note the explicit construction of the Vec3s because perfect-forwarding can fail to link if using deduced initializer-list syntax like { 10, 10, 10 } regardless of Vec3's constructor declarations.


This custom RTTI also resolves 3 issues with the std::unordered_map<std::typeindex,...> solution:

  1. Even with the hierarchy traversal using std::tr2::direct_bases the end result is still duplicates of the same pointer in the map.
  2. A user can't add multiple Components of equivalent type, unless a map is used that allows/solves collisions without overwriting, which further slows down the code.
  3. No uncertain and slow dynamic_cast is needed, just a straight static_cast.


GetComponent

GetComponent just uses the static const std::size_t Type of the template type as an argument to the virtual bool IsClassType method and iterates over std::vector< std::unique_ptr< Component > > looking for the first match.

I've also implemented a GetComponents method that can get all components of the requested type, again including getting from the parent-class.

Note that the static member Type can be accessed both with and without an instance of the class.

Also note that Type is public, declared for each Component-derived class, ...and capitalized to emphasize its flexible use, despite being a POD member.


RemoveComponent

Lastly, RemoveComponent uses C++14's init-capture to pass that same static const std::size_t Type of the template type into a lambda so it can basically do the same vector traversal, this time getting an iterator to the first matching element.


There are a few comments in the code about ideas for a more flexible implementation, not to mention const versions of all these could also easily be implemented.


The Code

Classes.h

#ifndef TEST_CLASSES_H
#define TEST_CLASSES_H

#include <string>
#include <functional>
#include <vector>
#include <memory>
#include <algorithm>

#define TO_STRING( x ) #x

//****************
// CLASS_DECLARATION
//
// This macro must be included in the declaration of any subclass of Component.
// It declares variables used in type checking.
//****************
#define CLASS_DECLARATION( classname )                                                      \
public:                                                                                     \
    static const std::size_t Type;                                                          \
    virtual bool IsClassType( const std::size_t classType ) const override;                 \

//****************
// CLASS_DEFINITION
// 
// This macro must be included in the class definition to properly initialize 
// variables used in type checking. Take special care to ensure that the 
// proper parentclass is indicated or the run-time type information will be
// incorrect. Only works on single-inheritance RTTI.
//****************
#define CLASS_DEFINITION( parentclass, childclass )                                         \
const std::size_t childclass::Type = std::hash< std::string >()( TO_STRING( childclass ) ); \
bool childclass::IsClassType( const std::size_t classType ) const {                         \
        if ( classType == childclass::Type )                                                \
            return true;                                                                    \
        return parentclass::IsClassType( classType );                                       \
}                                                                                           \

namespace rtti {

//***************
// Component
// base class
//***************
class Component {
public:         
    
static const std::size_t                    Type;
virtual bool                                IsClassType( const std::size_t classType ) const { 
                                                return classType == Type; 
                                            }

public:

    virtual                                ~Component() = default;
                                            Component( std::string && initialValue ) 
                                                : value( initialValue ) { 
                                            }

public:

    std::string                             value = "uninitialized";
};

//***************
// Collider
//***************
class Collider : public Component {
    
    CLASS_DECLARATION( Collider )

public:

                                            Collider( std::string && initialValue ) 
                                                : Component( std::move( initialValue ) ) { 
                                            }
};

//***************
// BoxCollider
//***************
class BoxCollider : public Collider {
    
    CLASS_DECLARATION( BoxCollider )

public:

                                            BoxCollider( std::string && initialValue ) 
                                                : Collider( std::move( initialValue ) ) { 
                                            }
};

//***************
// RenderImage
//***************
class RenderImage : public Component {
    
    CLASS_DECLARATION( RenderImage )

public:

                                            RenderImage( std::string && initialValue ) 
                                                : Component( std::move( initialValue ) ) { 
                                            }
};

//***************
// GameObject
//***************
class GameObject {
public:

    std::vector< std::unique_ptr< Component > > components;

public:

    template< class ComponentType, typename... Args >
    void                                    AddComponent( Args&&... params );

    template< class ComponentType >
    ComponentType &                         GetComponent();

    template< class ComponentType >
    bool                                    RemoveComponent();

    template< class ComponentType >
    std::vector< ComponentType * >          GetComponents();

    template< class ComponentType >
    int                                     RemoveComponents();
};

//***************
// GameObject::AddComponent
// perfect-forwards all params to the ComponentType constructor with the matching parameter list
// DEBUG: be sure to compare the arguments of this fn to the desired constructor to avoid perfect-forwarding failure cases
// EG: deduced initializer lists, decl-only static const int members, 0|NULL instead of nullptr, overloaded fn names, and bitfields
//***************
template< class ComponentType, typename... Args >
void GameObject::AddComponent( Args&&... params ) {
    components.emplace_back( std::make_unique< ComponentType >( std::forward< Args >( params )... ) );
}

//***************
// GameObject::GetComponent
// returns the first component that matches the template type
// or that is derived from the template type
// EG: if the template type is Component, and components[0] type is BoxCollider
// then components[0] will be returned because it derives from Component
//***************
template< class ComponentType >
ComponentType & GameObject::GetComponent() {
    for ( auto && component : components ) {
        if ( component->IsClassType( ComponentType::Type ) )
            return *static_cast< ComponentType * >( component.get() );
    }

    return *std::unique_ptr< ComponentType >( nullptr );
}

//***************
// GameObject::RemoveComponent
// returns true on successful removal
// returns false if components is empty, or no such component exists
//***************
template< class ComponentType >
bool GameObject::RemoveComponent() {
    if ( components.empty() )
        return false;

    auto & index = std::find_if( components.begin(), 
                                    components.end(), 
                                    [ classType = ComponentType::Type ]( auto & component ) { 
                                    return component->IsClassType( classType ); 
                                    } );

    bool success = index != components.end();

    if ( success )
        components.erase( index );

    return success;
}

//***************
// GameObject::GetComponents
// returns a vector of pointers to the the requested component template type following the same match criteria as GetComponent
// NOTE: the compiler has the option to copy-elide or move-construct componentsOfType into the return value here
// TODO: pass in the number of elements desired (eg: up to 7, or only the first 2) which would allow a std::array return value,
// except there'd need to be a separate fn for getting them *all* if the user doesn't know how many such Components the GameObject has
// TODO: define a GetComponentAt<ComponentType, int>() that can directly grab up to the the n-th component of the requested type
//***************
template< class ComponentType >
std::vector< ComponentType * > GameObject::GetComponents() {
    std::vector< ComponentType * > componentsOfType;

    for ( auto && component : components ) {
        if ( component->IsClassType( ComponentType::Type ) )
            componentsOfType.emplace_back( static_cast< ComponentType * >( component.get() ) );
    }

    return componentsOfType;
}

//***************
// GameObject::RemoveComponents
// returns the number of successful removals, or 0 if none are removed
//***************
template< class ComponentType >
int GameObject::RemoveComponents() {
    if ( components.empty() )
        return 0;

    int numRemoved = 0;
    bool success = false;

    do {
        auto & index = std::find_if( components.begin(), 
                                        components.end(), 
                                        [ classType = ComponentType::Type ]( auto & component ) { 
                                        return component->IsClassType( classType ); 
                                        } );

        success = index != components.end();

        if ( success ) {
            components.erase( index );
            ++numRemoved;
        }
    } while ( success );

    return numRemoved;
}

}      /* rtti */
#endif /* TEST_CLASSES_H */


Classes.cpp

#include "Classes.h"

using namespace rtti;

const std::size_t Component::Type = std::hash<std::string>()(TO_STRING(Component));

CLASS_DEFINITION(Component, Collider)
CLASS_DEFINITION(Collider, BoxCollider)
CLASS_DEFINITION(Component, RenderImage)


main.cpp

#include <iostream>
#include "Classes.h"

#define MORE_CODE 0

int main( int argc, const char * argv ) {

    using namespace rtti;
    
    GameObject test;

    // AddComponent test
    test.AddComponent< Component >( "Component" );
    test.AddComponent< Collider >( "Collider" );
    test.AddComponent< BoxCollider >( "BoxCollider_A" );
    test.AddComponent< BoxCollider >( "BoxCollider_B" );

#if MORE_CODE
    test.AddComponent< RenderImage >( "RenderImage" );
#endif

    std::cout << "Added:\n------\nComponent\t(1)\nCollider\t(1)\nBoxCollider\t(2)\nRenderImage\t(0)\n\n";

    // GetComponent test
    auto & componentRef     = test.GetComponent< Component >();
    auto & colliderRef      = test.GetComponent< Collider >();
    auto & boxColliderRef1  = test.GetComponent< BoxCollider >();
    auto & boxColliderRef2  = test.GetComponent< BoxCollider >();       // boxColliderB == boxColliderA here because GetComponent only gets the first match in the class hierarchy
    auto & renderImageRef   = test.GetComponent< RenderImage >();       // gets &nullptr with MORE_CODE 0

    std::cout << "Values:\n-------\ncomponentRef:\t\t"  << componentRef.value
              << "\ncolliderRef:\t\t"                   << colliderRef.value    
              << "\nboxColliderRef1:\t"                 << boxColliderRef1.value
              << "\nboxColliderRef2:\t"                 << boxColliderRef2.value
              << "\nrenderImageRef:\t\t"                << ( &renderImageRef != nullptr ? renderImageRef.value : "nullptr" );

    // GetComponents test
    auto allColliders = test.GetComponents< Collider >();
    std::cout << "\n\nThere are (" << allColliders.size() << ") collider components attached to the test GameObject:\n";
    for ( auto && c : allColliders ) {
        std::cout << c->value << '\n';
    }

    // RemoveComponent test
    test.RemoveComponent< BoxCollider >();                              // removes boxColliderA
    auto & boxColliderRef3      = test.GetComponent< BoxCollider >();   // now this is the second BoxCollider "BoxCollider_B"

    std::cout << "\n\nFirst BoxCollider instance removed\nboxColliderRef3:\t" << boxColliderRef3.value << '\n';

#if MORE_CODE
    // RemoveComponent return test
    int removed = 0;
    while ( test.RemoveComponent< Component >() ) {
        ++removed;
    }
#else
    // RemoveComponents test
    int removed = test.RemoveComponents< Component >();
#endif

    std::cout << "\nSuccessfully removed (" << removed << ") components from the test GameObject\n";

    system( "PAUSE" );
    return 0;
}


Output

    Added:
    ------
    Component       (1)
    Collider        (1)
    BoxCollider     (2)
    RenderImage     (0)
    
    Values:
    -------
    componentRef:           Component
    colliderRef:            Collider
    boxColliderRef1:        BoxCollider_A
    boxColliderRef2:        BoxCollider_A
    renderImageRef:         nullptr
    
    There are (3) collider components attached to the test GameObject:
    Collider
    BoxCollider_A
    BoxCollider_B
    
    
    First BoxCollider instance removed
    boxColliderRef3:        BoxCollider_B
    
    Successfully removed (3) components from the test GameObject

Side-note: granted Unity uses Destroy(object) and not RemoveComponent, but my version suits my needs for now.

这篇关于Unity的GetComponent()如何工作?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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