class ComponentList
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public Component Create( TypeDescription type, bool startEnabled = True )
Add a component of this type
public Component Get( Type type, FindMode find = EnabledInSelf )
Get a component of this type
public IEnumerable<Component> GetAll( Type type, FindMode find )
Get all components of this type
public IEnumerable<Component> GetAll( FindMode find )
Get all components
public IEnumerable<T> GetAll( FindMode find = EnabledInSelfAndDescendants )
Get all components
public int Count { get; }
Amount of components - including disabled
public void Move( Component baseComponent, int delta )
Move the position of the component in the list by delta (-1 means up one, 1 means down one)
public Component Get( Guid id )
Find component on this gameobject with the specified id
public T GetInChildrenOrSelf( bool includeDisabled = False )
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public T GetInChildren( bool includeDisabled = False )
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public T GetInParentOrSelf( bool includeDisabled = False )
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public T GetInDescendantsOrSelf( bool includeDisabled = False )
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public T GetInDescendants( bool includeDisabled = False )
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public Type GetType( )
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public string ToString( )
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public T GetInParent( bool includeDisabled = False )
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public int GetHashCode( )
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public T Get( bool includeDisabled = False )
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public T GetInAncestorsOrSelf( bool includeDisabled = False )
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public T GetOrCreate( FindMode flags = EverythingInSelf )
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public bool Equals( object obj )
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public void ForEach( string name, bool includeDisabled, Action<Component> action )
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public void ForEach( string name, bool includeDisabled, Action<T> action )
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public Component FirstOrDefault( Func<Component,bool> value )
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public bool TryGet( ref T component, FindMode search = EnabledInSelf )
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public T Get( FindMode search )
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public T Create( bool startEnabled = True )
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public T GetInAncestors( bool includeDisabled = False )
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public IEnumerable<Component> GetAll( )
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