我想使用Unity和C#在游戏Terraria和Starbound等游戏中生成地图 到目前为止,我所做的并不起作用,我不知道为什么......有任何帮助/想法/建议吗?
using UnityEngine;
using System.Collections;
public class MapGeneration : MonoBehaviour {
public int mapWidth, mapHeight, spreadDegree;
GameObject[,] blocks;
public GameObject baseBlock;
public int maxHeightAllowed;
public int nullDispersion;
int dispersionZone;
void Start() {
GenerateMap();
}
void GenerateMap() {
dispersionZone = maxHeightAllowed - nullDispersion;
blocks = new GameObject[mapWidth, mapHeight];
for(int x = 0; x < blocks.GetLength(0); x++) {
for(int y = nullDispersion; y <= maxHeightAllowed; y++) {
int heightDiff = y - nullDispersion;
float dispersionModifier = Mathf.Sin( (heightDiff / dispersionZone) * 90);
float random = Random.Range(0, 1);
if(random > dispersionModifier) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
} else if (y < blocks.GetLength(1) && blocks[x,y+1] != null) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
}
}
for(int y = 0; y < nullDispersion; y++) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
}
}
}
}
答案 0 :(得分:1)
(heightDiff / dispersionZone)
这是整数除法。请改用(heightDiff / (float)dispersionZone)
。
* 90
Mathf.Sin
以弧度工作,而不是降低。使用* Math.PI/2
if(random > dispersionModifier) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
} else if (y < blocks.GetLength(1) && blocks[x,y+1] != null) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
}
为什么在创建相同类型的块时使用if?在if和else中,身体之间是否应该存在某种差异?