我在游戏中创建了一系列球体克隆。之后,我调整了比例,使它们看起来更小。但是,现在这些领域之间存在差距......我将不得不改变这个实例游戏对象的位置。我已经完全改变了我的代码,但没有任何反应。所以,我需要你的帮助!我怎样才能做到这一点?我会有非常小的球体,它们位于一起。
这里是代码:
using UnityEngine;
using System.Collections;
public class SineWave : MonoBehaviour {
private GameObject plotPointObject;
private int numberOfPoints= 100;
private float animSpeed =1.0f;
private float scaleInputRange = 8*Mathf.PI; // scale number from [0 to 99] to [0 to 2Pi] //Zahl vor Mathf, Anzahl Bön
private float scaleResult = 2.5f; // Y Achse Range
public bool animate = true;
GameObject[] plotPoints;
// Use this for initialization
void Start () {
if (plotPointObject == null) //if user did not fill in a game object to use for the plot points
plotPointObject = GameObject.CreatePrimitive(PrimitiveType.Sphere); //create a sphere
//add Material to the spheres , load material in the folder Resources/Materials
Material myMaterial = Resources.Load("Materials/green", typeof(Material)) as Material;
plotPointObject.GetComponent<MeshRenderer> ().material = myMaterial;
//change the scale of the spheres
//plotPointObject.transform.localScale = Vector3.one * 0.5f ;
plotPointObject.transform.localScale -= new Vector3(0.5f,0.5f,0.5f);
plotPoints = new GameObject[numberOfPoints]; //creat an array of 100 points.
//plotPointObject.GetComponent<MeshRenderer> ().material =Material.Load("blue") as Material
//plotPointObject.transform.localScale -= new Vector3 (0.5F, 0.5F, 0.5F); //neu: change the scale of the spheres
for (int i = 0; i < numberOfPoints; i++)
{
plotPoints[i] = (GameObject)GameObject.Instantiate(plotPointObject, new Vector3(i -
(numberOfPoints/2), 0, 0), Quaternion.identity); //this specifies
what object to create, where to place it and how to orient it
}
//we now have an array of 100 points- your should see them in the hierarchy when you hit play
plotPointObject.SetActive(false); //hide the original
}
提前谢谢你!
编辑: 正如我在评论中所说,我现在已经实现了在两者之间没有间隙的情况。然而,一旦我为我的球体(用正弦波)制作动画,球体之间仍然存在间隙。我怎样才能适应这个?我应该在更新功能中复制启动功能的代码吗?
我很乐意得到一些帮助。非常感谢你!
enter code here void Update()
{
for (int i = 0; i < numberOfPoints; i++)
{
float functionXvalue = i * scaleInputRange / numberOfPoints; // scale number from [0 to 99] to [0 to 2Pi]
if (animate)
{
functionXvalue += Time.time * animSpeed;
}
plotPoints[i].transform.position = new Vector3(i - (numberOfPoints/2), ComputeFunction(functionXvalue) * scaleResult, 0);
//print (plotPointObject.GetComponent<MeshRenderer> ().bounds.size.x);
// put the position information of sphere clone 50 in a vector3 named posSphere
posSphere = plotPoints [50].transform.position;
}
//print position of sphere 50 in console
//print (posSphere);
}
float ComputeFunction(float x)
{
return Mathf.Sin(x);
}
}
答案 0 :(得分:0)
我认为你可以制作Barış解决方案。 对于要实例化的每个新对象,您将其位置设置为持续实例化位置,添加对象本身的大小,或者您希望彼此具有的任何距离。
var initialPosition = 0;
var distanceFromEachOther = 20;
for (int i = 0; i < numberOfPoints; i++) {
var newPos = new Vector3(initialPosition + (i * distanceFromEachOther), 0, 0);
plotPoints[i] = (GameObject)GameObject.Instantiate(plotPointObject, newPos, Quaternion.identity);
}
这会在X
枢轴上的球体之间产生差距,具体取决于它们的大小。根据您的需要更改distanceFromEachOther
var。
您还可以使用plotPointObject.GetComponent<MeshRenderer>().bounds.size
获取对象距离,因此distanceFromEachOther
可以是distanceFromEachOther = plotPointObject.GetComponent<MeshRenderer>().bounds.size.x + 5
。那么你将拥有彼此完全距离为5的物体。
答案 1 :(得分:0)
尝试一下:
Transform objectToSpawn;
for (int i = 0; i < numberOfPoints; i++)
{
float someX = 200;
float someY = 200;
Transform t = Instantiate(objectToSpawn, new Vector3(i -(numberOfPoints/2), 0, 0), Quaternion.identity) as Transform;
plotPoints[i] = t.gameObject;
t.position = new Vector(someX, someY);
}