目标是使用此脚本随机克隆游戏对象:地形区域中的地点,高度和大小。
在场景的编辑器中,我添加了一个新的空游戏对象并将其重命名为:ObjectToClone
然后我添加了两个新标签:Terrain和ObjectToClone 使用标记ObjectToClone标记ObjectToClone并使用标记Terrain标记Terrain。
将脚本拖到ObjectToClone游戏对象中并在脚本中的Inspector中添加了ObjectToClone
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class CloneObjects : MonoBehaviour
{
public GameObject ObjectToClone;
public int objectsStartingHeight = 20;
[HideInInspector]
public GameObject[] clonedObjects;
// for tracking properties change
private Vector3 _extents;
private int _objectCount;
private float _objectSize;
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 ObjectCount;
public float ObjectSize;
// Use this for initialization
void Start()
{
rndNumbers();
Clone();
clonedObjects = GameObject.FindGameObjectsWithTag("ObjectToClone");
}
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));
ObjectCount = Mathf.Max(0, ObjectCount);
ObjectSize = Mathf.Max(0.0f, ObjectSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
ObjectCount = 100;
ObjectSize = 20.0f;
}
// Update is called once per frame
void Update()
{
}
private void Clone()
{
if (Extents == _extents && ObjectCount == _objectCount && Mathf.Approximately(ObjectSize, _objectSize))
return;
// cleanup
var ShipsToDestroy = GameObject.FindGameObjectsWithTag("ObjectToClone");
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 < ObjectCount; i++)
{
var o = Instantiate(ObjectToClone);
o.tag = "Cube";
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(ObjectSize, ObjectSize, ObjectSize);
// 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 + objectsStartingHeight, z);
}
_extents = Extents;
_objectCount = ObjectCount;
_objectSize = ObjectSize;
}
public void rndNumbers()
{
}
}
我得到第一个错误
表达式断言失败:&#39; m_InstanceID!= InstanceID_None&#39; 0x000000014151284B(Unity)StackWalker :: GetCurrentCallstack
和
MissingReferenceException:类型&#39; GameObject&#39;的对象已被破坏,但你仍然试图访问它。 您的脚本应该检查它是否为null或者您不应该销毁该对象。
如果我没有销毁它,即使我设置了许多要克隆的对象,它也会创建很多对象。