每个程序生成级别的无限循环(C#Unity3D)

时间:2015-12-15 14:36:20

标签: c# unity3d foreach infinite-loop procedural-generation

我正在尝试在我的Unity项目中随机生成程序生成恒定数量的建筑物。但是,我得到了一个无限循环。

这是我的代码(C#):

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class GenerateMap : MonoBehaviour {

public GameObject plane;

public LayerMask unwalkableMask;
Node[,] Map;
public Vector2 gridWorldSize;

GameObject thisBuilding;

public float nodeRadius;
float nodeDiameter;
int gridSizeX, gridSizeY;

int scale;
public int numBuildings = 5;
public int numPrefabs;
public List<Vector3> positions = new List<Vector3> ();
public List<GameObject> buildingPrefabs = new List<GameObject>();



void Awake(){
    plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
    scale = 15; // scaling the plane gives an 5*scale x 5*scale (x-axis x z-axis) plane, set to 50
    plane.transform.localScale = new Vector3 (scale, 1, scale); //scales only in x and z dimensions
}
// Use this for initialization
void Start () {
    //GameObject building1 = Resources.Load("Buildings/building1") as GameObject;
    //GameObject building2 = (GameObject)Resources.Load ("Buildings/building2");
    //GameObject building3 = (GameObject)Resources.Load ("Buildings/building3");

    nodeDiameter = nodeRadius*2;
    gridSizeX = Mathf.RoundToInt(gridWorldSize.x/nodeDiameter);
    gridSizeY = Mathf.RoundToInt(gridWorldSize.y/nodeDiameter);

    Generate();

}

//int i = 0;

void Generate(){

    for(int i =0; i<numBuildings; i++){
        //while(i < numBuildings){

            CreateGrid();
            List<Node> unwalkables = getUnwalkables();
            thisBuilding =(GameObject)InstantiatePrefab(); i++;
            CreateGrid();
            List<Node> unwalkables2 = getUnwalkables(thisBuilding);


                foreach(Node n in unwalkables){

                    //Debug.Log(n.worldPosition);
                    bool breaking = false;
                    foreach(Node m in unwalkables2){
                    if(n.worldPosition==m.worldPosition){
                    Destroy(thisBuilding);
                    i=i-1;
                    Debug.Log("i after fail " + i);
                    breaking = true;
                    break;

                    }
                    if(breaking)
                    break;
                }

            }
    }
}


Object InstantiatePrefab() {
    int number = Random.Range (0, numPrefabs);
    Vector3 position = new Vector3 (Random.Range (-scale*5, scale*5), 0, Random.Range (-scale*5, scale*5)); //random position in the x,z-plane
    positions.Add (position);
    position.y = buildingPrefabs [number].transform.position.y; //make sure they spawn on top of the plane instead of y=0 w.r.t. their pivot point

    Object building;
    if (number != 2) {
        building = Instantiate (buildingPrefabs [number], position, Quaternion.Euler (-90f, 0f, 0f));
    } else {
        building = Instantiate (buildingPrefabs [number], position, Quaternion.identity);
    }
    return building;
}

void CreateGrid(){

    Map = new Node[gridSizeX, gridSizeY];
    Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x/2 - Vector3.forward * gridWorldSize.y/2;

    for(int x=0; x<gridSizeX; x++){
        for(int y=0; y<gridSizeX; y++){
            Vector3 worldPoint = worldBottomLeft + Vector3.right * (x*nodeDiameter + nodeRadius) + Vector3.forward * (y*nodeDiameter+ nodeRadius);
            bool walkable = !(Physics.CheckSphere(worldPoint, nodeRadius, unwalkableMask));
            Map[x,y] = new Node(walkable, worldPoint, x, y);
        }
    }

}


void OnDrawGizmos()
{
    Gizmos.DrawWireCube(transform.position, new Vector3(gridWorldSize.x, 1, gridWorldSize.y));

    if (Map != null)
    {

        foreach (Node n in Map)
        {
            Gizmos.color = (n.walkable)?Color.white:Color.red;

            Gizmos.DrawCube(n.worldPosition, new Vector3(nodeDiameter-.1f, nodeDiameter*0.5f, nodeDiameter-.1f));
                //Vector3.one * (nodeDiameter-.1f));

        }
    }
}

List<Node> getUnwalkables(){
    List<Node> unwalk = new List<Node>();
    foreach(Node n in Map){
        if(!n.walkable)
        unwalk.Add(n);
    }
    return unwalk;
}

List<Node> getUnwalkables(GameObject obj){
    List<Node> unwalk = new List<Node>();


    int borderWidth = 8; //x-dir
    int borderHeight = 7; //z-dir

    float RightBorder = obj.transform.position.x+nodeRadius+borderWidth*nodeDiameter;
    float LeftBorder = obj.transform.position.x-nodeRadius-borderWidth*nodeDiameter;
    float TopBorder = obj.transform.position.z+nodeRadius+borderHeight*nodeDiameter;
    float DownBorder = obj.transform.position.z-nodeRadius-borderHeight*nodeDiameter;

    //Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x/2 - Vector3.forward * gridWorldSize.y/2;

    foreach(Node n in Map){

                if(n.worldPosition.x<RightBorder && n.worldPosition.x>LeftBorder 
                    && n.worldPosition.z>DownBorder && n.worldPosition.z<TopBorder)
                unwalk.Add(n);

    }

    return unwalk;
}

}

这种方法似乎出错:

void Generate(){

    for(int i =0; i<numBuildings; i++){
        //while(i < numBuildings){

            CreateGrid();
            List<Node> unwalkables = getUnwalkables();
            thisBuilding =(GameObject)InstantiatePrefab(); i++;
            CreateGrid();
            List<Node> unwalkables2 = getUnwalkables(thisBuilding);


                foreach(Node n in unwalkables){

                    //Debug.Log(n.worldPosition);
                    bool breaking = false;
                    foreach(Node m in unwalkables2){
                    if(n.worldPosition==m.worldPosition){
                    Destroy(thisBuilding);
                    i=i-1;
                    Debug.Log("i after fail " + i);
                    breaking = true;
                    break;

                    }
                    if(breaking)
                    break;
                }

            }
    }
}

如果我删除该行:i = i-1;我没有无限循环,但最终我的建筑物数量会少于预期。这一行导致for循环重复一次迭代,因此它将始终至少生成'numBuildings'数量的建筑物。

我在'foreach'循环中添加了破坏语句,这样如果条件似乎多次满足,“i”就不会继续减少。但这似乎不起作用,一旦numBuildings大约5或更多,它将创建一个无限循环。当发生这种情况时,我不能再退出了,除非强迫任务结束。

有谁知道我做错了什么,或者是否有更好的解决方案可以永远生成一些建筑?

如果有必要,我已准备好回答有关代码/场景的任何问题。

1 个答案:

答案 0 :(得分:2)

这就是事情:Destroy功能无法立即生效。据我所知,你的代码(我没有深入了解所有细节),一般来说它会做这样的事情:

  1. 创建一些建筑物
  2. 查找所有“不可行走”的建筑并销毁它们(通过测试建筑物周围的自由区域来实现)
  3. 重复,直到你有足够多的建筑物
  4. 无限循环的发生是因为Destroy实际上并没有破坏任何东西 - 它只是在帧的末尾标记要破坏的对象。问题是整个循环在单帧中运行,因此实际的破坏永远不会发生。这样,“Unwalkables”的数量随着每次迭代而不断增长。

    有很多快捷方法来解决这个问题,并且有一个好方法来解决这个问题,选择取决于您。

    快速方式是:

    良好方式是考虑算法的替代实现。而不是放置建筑,然后摧毁布置不当的建筑物,试图找到一个好的开始建筑的地方,然后放置它。最好这样做,因为即使您使用Destroy函数克服了问题,您的算法仍然存在逻辑问题:如果您没有足够的空间用于所有建筑物怎么办?您不知道何时停止当前的实施。你将继续在无限循环中继续生成和破坏建筑。