我现在使用的方法是:
public void rndNumbers()
{
var currentValue = 90f;
var increment = 90f / SpaceShipCount;
for(int i=0;i<SpaceShipCount;i++) {
randomNumbers.Add(currentValue);
currentValue += increment;
}
}
randomNumbers是List全局变量。
我在构造函数中调用此方法一次。 但我想做的是在一个循环中从每次迭代中从列表中获取一个随机数,但这个数字不会尽可能地彼此接近。
循环
for (var i = 0; i < SpaceShipCount; i++)
{
var o = Instantiate(Spaceship);
o.tag = "SpaceShip";
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(SpaceShipSize, SpaceShipSize, SpaceShipSize);
// 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 !");
}
o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
// place !
o.transform.position = new Vector3(x, y, z);
}
我应该每次都得到随机数的行:
o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
但是现在它只是从列表中按顺序获取数字,而不是随机的。
这是实例化宇宙飞船的完整脚本
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class CloneSpaceShips : MonoBehaviour {
public GameObject Spaceship;
[HideInInspector]
public GameObject[] spaceships;
// for tracking properties change
private Vector3 _extents;
private int _spaceshipCount;
private float _spaceshipSize;
private List<int> randomNumbers = new List<int> ();
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SpaceShipCount;
public float SpaceShipSize;
// Use this for initialization
void Start () {
rndNumbers ();
Clone();
spaceships = GameObject.FindGameObjectsWithTag("SpaceShip");
}
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));
SpaceShipCount = Mathf.Max(0, SpaceShipCount);
SpaceShipSize = Mathf.Max(0.0f, SpaceShipSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SpaceShipCount = 100;
SpaceShipSize = 20.0f;
}
// Update is called once per frame
void Update () {
}
private void Clone()
{
if (Extents == _extents && SpaceShipCount == _spaceshipCount && Mathf.Approximately(SpaceShipSize, _spaceshipSize))
return;
// cleanup
var ShipsToDestroy = GameObject.FindGameObjectsWithTag("SpaceShip");
foreach (var t in ShipsToDestroy)
{
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 < SpaceShipCount; i++)
{
var o = Instantiate(Spaceship);
o.tag = "SpaceShip";
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(SpaceShipSize, SpaceShipSize, SpaceShipSize);
// 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 !");
}
o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
// place !
o.transform.position = new Vector3(x, y, z);
}
_extents = Extents;
_spaceshipCount = SpaceShipCount;
_spaceshipSize = SpaceShipSize;
}
public void rndNumbers()
{
var currentValue = 90f;
var increment = 90f / SpaceShipCount;
for(int i=0;i<SpaceShipCount;i++) {
randomNumbers.Add(currentValue);
currentValue += increment;
}
}
}