克隆我的意思也包括缩放立方体的比例。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Test : MonoBehaviour
{
public GameObject gameObjectToRaise;
public float raiseAmount;
public float raiseTotal = 50;
public float speed = 2;
public static bool raised = false;
public int x, z;
private List<GameObject> cubes;
private GameObject go;
public bool randomColor;
public Color[] colorChoices;
Vector3 lp;
Vector3 ls;
// Use this for initialization
void Start()
{
lp = gameObjectToRaise.transform.localPosition;
ls = gameObjectToRaise.transform.localScale;
GameObject cube = CUBE.CreatePrimitive(CUBE.CubePivotPoint.UPLEFT);
GameObject cube1 = CUBE.CreatePrimitive(CUBE.CubePivotPoint.UPRIGHT);
cube.transform.position = new Vector3(lp.x, lp.y, lp.z);
cube1.transform.position = new Vector3(lp.x, lp.y, lp.z);
cube1.transform.Rotate(0, 90, 0);
StartCoroutine(scaleCube(cube.transform));
StartCoroutine(scaleCube(cube1.transform));
GameObject clone1 = Instantiate(cube);
GameObject clone2 = Instantiate(cube1);
clone1.transform.localScale = cube.transform.localScale;
clone2.transform.localScale = cube1.transform.localScale;
clone1.transform.position = new Vector3(lp.x, lp.y, lp.z - 15);
clone2.transform.position = new Vector3(lp.x - 15, lp.y, lp.z);
}
IEnumerator scaleCube(Transform trans)
{
while (raiseAmount < raiseTotal)
{
raiseAmount += 1;
trans.localScale += new Vector3(speed * Time.deltaTime, speed * Time.deltaTime, 0);
yield return null;
}
}
public class CUBE
{
public enum CubePivotPoint
{
MIDDLE, RIGHT, LEFT, UP, DOWN, FORWARD, BACK, UPLEFT,
UPRIGHT, FORWARDUP, BACKUP
}
//Takes CubePivotPoint Enum as pivot point
public static GameObject CreatePrimitive(CubePivotPoint pivot)
{
//Calculate pivot point
Vector3 cubePivot = createPivotPos(pivot);
//Create cube with the calculated pivot point
return createCubeWithPivotPoint(cubePivot);
}
//Takes Vector3 as pivot point
public static GameObject CreatePrimitive(Vector3 pivot)
{
//Create cube with the calculated pivot point
return createCubeWithPivotPoint(pivot);
}
private static Vector3 createPivotPos(CubePivotPoint pivot)
{
switch (pivot)
{
case CubePivotPoint.MIDDLE:
return new Vector3(0f, 0f, 0f);
case CubePivotPoint.LEFT:
return new Vector3(0.5f, 0f, 0f);
case CubePivotPoint.RIGHT:
return new Vector3(-0.5f, 0f, 0f);
case CubePivotPoint.UP:
return new Vector3(0f, 0.5f, 0f);
case CubePivotPoint.DOWN:
return new Vector3(0f, -0.5f, 0f);
case CubePivotPoint.FORWARD:
return new Vector3(0f, 0f, 0.5f);
case CubePivotPoint.BACK:
return new Vector3(0f, 0f, -0.5f);
case CubePivotPoint.UPLEFT:
return new Vector3(0.5f, -0.5f, 0);
case CubePivotPoint.UPRIGHT:
return new Vector3(-0.5f, -0.5f, 0);
case CubePivotPoint.FORWARDUP:
return new Vector3(0.5f, -0.5f, -0.5f);
case CubePivotPoint.BACKUP:
return new Vector3(0f, -0.5f, -0.5f);
default:
return default(Vector3);
}
}
private static GameObject createCubeWithPivotPoint(Vector3 pivot)
{
//Create a cube postioned at 0,0,0
GameObject childCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
//Create an empty parent object
GameObject parentObject = new GameObject("CubeHolder");
//Move the parent object to the provided pivot postion
parentObject.transform.position = pivot;
//Make the childcube to be child child of the empty object (CubeHolder)
childCube.transform.SetParent(parentObject.transform);
return parentObject;
}
}
}
在枚举中我添加了UPLEFT和UPRIGHT。
问题在于枢轴。现在我想要克隆这两个墙或立方体,并将它们每个移动到另一个方向,这样就会有4个墙。
或者我可能不需要克隆而不是UPLEFT和UPRIGHT? 克隆人想要关闭墙壁。
没有克隆部分,我得到的是:
现在我想添加两个墙来像建筑一样关闭它。 我喜欢让它移动(缩放比例),就像我现在使用立方体一样。
问题是如何添加下两个墙?另一个支点?使用相同的枢轴?制作克隆并定位两面墙?
更新
我到目前为止所做的是在我做的开始功能中:
void Start()
{
for (int i = 0; i < 10; i++)
{
Instantiate(gameObjectToRaise, new Vector3(i * 1.0f, lp.y, lp.z), Quaternion.identity);
Instantiate(gameObjectToRaise, new Vector3(lp.x, i * 1.0f, lp.z), Quaternion.identity);
}
}
第二个Instantiate工作正常,新的游戏对象来自gameObjectToRaise。但实例化的第一行:
Instantiate(gameObjectToRaise, new Vector3(i * 1.0f, lp.y, lp.z), Quaternion.identity);
将新的gameonects放在不靠近gameObjectToRaise的地形上的另一个位置。那是为什么?
答案 0 :(得分:0)
尝试添加gameObjectToRaise
的位置,如下所示:
Instantiate(gameObjectToRaise, new Vector3(lp.x + i * 1.0f, lp.y, lp.z), Quaternion.identity);
Instantiate(gameObjectToRaise, new Vector3(lp.x, lp.y + i * 1.0f, lp.z), Quaternion.identity);
注意&#34; +运算符&#34;我在代码示例中使用过。