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。
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:
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:
使用DestroyImmediate
:http://docs.unity3d.com/ScriptReference/Object.DestroyImmediate.html。只要确保你知道自己在做什么。
将循环转换为跨越多个框架的协程,这样Destroy
将有时间实际运行,您将看到实时生成的场景。
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。