我在网上关注了一个教程,基本上脚本告诉gameObject如果摄像机到达某个位置就会实例化自身的克隆。我困惑的最后几行是这些
if (rightOrLeft > 0)
{
newBuddy.GetComponent<Tiling>().hasALeftBuddy = true;
}
else
{
newBuddy.GetComponent<Tiling>().hasARightBuddy = true;
}
}
简而言之,我在这里并没有真正与语法或数学相提并论。有人可以帮我帮忙清理一下吗?
using UnityEngine;
using System.Collections;
[RequireComponent (typeof(SpriteRenderer))]
public class Tiling : MonoBehaviour {
public int offsetX = 2;
public bool hasARightBuddy = false;
public bool hasALeftBuddy = false;
public bool reverseScale = false;
private float spriteWidth = 0f;
private Camera cam;
private Transform myTransform;
void Awake () {
cam = Camera.main;
myTransform = transform;
}
// Use this for initialization
void Start () {
SpriteRenderer sRenderer = GetComponent<SpriteRenderer>();
spriteWidth = sRenderer.sprite.bounds.size.x;
}
// Update is called once per frame
void Update ()
{
if (hasALeftBuddy == false || hasARightBuddy == false)
{
float camHorizontalExtend = cam.orthographicSize * Screen.width/Screen.height;
float edgeVisiblePositionRight = (myTransform.position.x + spriteWidth/2) - camHorizontalExtend; //sprite width/2..51.2
//(0 + 51.2 - 26.67315 = 24.52685)
//(102.4 + 51.2 - 26.67315 = 126.92685) etc.. //clone of the myTransform
float edgeVisiblePositionLeft = (myTransform.position.x - spriteWidth/2) + camHorizontalExtend; // (0 - 51.2 + 26.67315 = -24.52685)
// (-102.4 - 51.2 + 26.67315 = -126.92685) etc..//clone of the myTransform
if (cam.transform.position.x >= edgeVisiblePositionRight - offsetX && hasARightBuddy == false)
{
MakeNewBuddy (1);
hasARightBuddy = true;
}
else if (cam.transform.position.x <= edgeVisiblePositionLeft + offsetX && hasALeftBuddy == false)
{
MakeNewBuddy (-1);
hasALeftBuddy = true;
}
}
}
void MakeNewBuddy (int rightOrLeft)
{
Vector3 newPosition = new Vector3 (myTransform.position.x + spriteWidth * rightOrLeft, myTransform.position.y, myTransform.position.z);
Transform newBuddy = Instantiate (myTransform, newPosition, myTransform.rotation) as Transform;
if (reverseScale == true)
{
newBuddy.localScale = new Vector3 (newBuddy.localScale.x*-1, newBuddy.localScale.y, newBuddy.localScale.z);
}
if (rightOrLeft > 0)
{
newBuddy.GetComponent<Tiling>().hasALeftBuddy = true;
}
else
{
newBuddy.GetComponent<Tiling>().hasARightBuddy = true;
}
}
}
}
答案 0 :(得分:1)
在我看来,代码告诉当前游戏对象在创建新邻居时它有一个邻居。
布尔值有一个邻居变量很方便,可以确定这个创建过程不需要再次发生:)