我想要的是制作一个脚本,该脚本将在Terrain随机数量的游戏对象上创建,在这种情况下为Spheres,并且每个游戏对象将具有随机高度。
using UnityEngine;
using System.Collections;
public class Random_Objects : MonoBehaviour {
public int Random_Object_Min = 1, Random_Object_Max = 51;
public int Random_Height_Min = 5, Random_Height_Max = 100;
[HideInInspector] private int[] Objects_Number;
[HideInInspector] private int[] Random_Heights;
[HideInInspector] private int Area_Size_To_Build = 0;
[HideInInspector] private Vector3 terrainSize;
[HideInInspector] private GameObject s;
[HideInInspector] private ArrayList myNodes;
// Use this for initialization
void Start () {
Objects_Number = new int[Random.Range (Random_Objects_Min,Random_Objects_Max)];
Random_Heights = new int[Random.Range(Random_Height_Min, Random_Height_Max)];
myNodes = new ArrayList ();
for (int i = 0; i < Objects_Number.Length; i++)
{
s = GameObject.CreatePrimitive(PrimitiveType.Sphere);
s.transform.position = new Vector3 ((Random.value*461)+10, (Random.value*300)+10, 0F);
//s.transform.localScale += new Vector3(
myNodes.Add(s);
}
}
// Update is called once per frame
void Update () {
}
}
我面临的第一个问题是当我创建int数组时,我在数组中得到随机位置,例如7个索引。但我也想分配随机高度,也可能是随机位置。
因此,如果我从示例7中获取Objects_Number,那么在每个中我想要一些值,例如每个随机高度和每个随机位置。
然后在For循环中一些如何提取这个随机值并创建随机Spheres。所以最后在ArrayList myNodes中我会像:
0 =位置(5,67,0)比例(30,4,0)
1 =位置(50,67,0)比例(1,40,0)
等等。后来我想在运行游戏时创建Spheres以在Terrain中显示它们。
答案 0 :(得分:2)
创建代码: terrain , sphere
创建图层: terrain
<强>地形强>
将地形添加到场景中,提示:为了能够绘画,您必须首先为其指定纹理。
将 terrain 标记和图层分配给地形。
确保它居中,默认大小似乎为500,因此x / z应为-250。
<强>代码强>
这会将球体随机放置在地形上方,但确保高度符合以下地形:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
[ExecuteInEditMode]
public class SphereBuilder : MonoBehaviour
{
// for tracking properties change
private Vector3 _extents;
private int _sphereCount;
private float _sphereSize;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SphereCount;
public float SphereSize;
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
SphereCount = Mathf.Max(0, SphereCount);
SphereSize = Mathf.Max(0.0f, SphereSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SphereCount = 100;
SphereSize = 20.0f;
}
private void Update()
{
UpdateSpheres();
}
private void UpdateSpheres()
{
if (Extents == _extents && SphereCount == _sphereCount && Mathf.Approximately(SphereSize, _sphereSize))
return;
// cleanup
var spheres = GameObject.FindGameObjectsWithTag("Sphere");
foreach (var t in spheres)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < SphereCount; i++)
{
var o = GameObject.CreatePrimitive(PrimitiveType.Sphere);
o.tag = "Sphere";
o.transform.localScale = new Vector3(SphereSize, SphereSize, SphereSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.NameToLayer("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
// place !
o.transform.position = new Vector3(x, y, z);
}
_extents = Extents;
_sphereCount = SphereCount;
_sphereSize = SphereSize;
}
}
如果地形不是以零为中心,您还可以获得地形的网格边界并相应地放置球体。
<强>结果强>
下一步是什么?