为什么在使用对象池并尝试将对象放在地形上的随机位置时,它不是随机的?

时间:2017-05-30 20:59:37

标签: c# unity3d unity5

我有这个汇集脚本:

using UnityEngine;
using System.Collections.Generic;

public class ObjectPool
{
    private GameObject prefab;

    private List<GameObject> pool;

    public ObjectPool(GameObject prefab, int initialSize)
    {
        this.prefab = prefab;

        this.pool = new List<GameObject>();
        for (int i = 0; i < initialSize; i++)
        {
            AllocateInstance();
        }
    }

    public GameObject GetInstance()
    {
        if (pool.Count == 0)
        {
            AllocateInstance();
        }

        int lastIndex = pool.Count - 1;
        GameObject instance = pool[lastIndex];
        pool.RemoveAt(lastIndex);

        instance.SetActive(true);
        return instance;
    }

    public void ReturnInstance(GameObject instance)
    {
        instance.SetActive(false);
        pool.Add(instance);
    }

    protected virtual GameObject AllocateInstance()
    {
        GameObject instance = (GameObject)GameObject.Instantiate(prefab);
        instance.SetActive(false);
        pool.Add(instance);

        return instance;
    }
}

我正在使用此脚本来实例化对象。 它应该将对象放在地形区域周围的随机位置。 但相反,所有对象在x = 0,y = 20,z = 0时处于相同位置 根本不随机。

using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;

public class InstantiateObjects : MonoBehaviour
{

    public GameObject Spaceship;
    public int spaceshipsStartingHeight = 20;
    [HideInInspector]
    public GameObject[] spaceships;

    // for tracking properties change
    private Vector3 _extents;
    private int _spaceshipCount;
    private float _spaceshipSize;
    private List<int> randomNumbers = new List<int>();
    private ObjectPool bulletPool;

    /// <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");

        bulletPool = new ObjectPool(Spaceship, SpaceShipCount);

        for (var i = 0; i < SpaceShipCount; i++)
        {
            GameObject o = bulletPool.GetInstance();
            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 + spaceshipsStartingHeight, z);
        }

        _extents = Extents;
        _spaceshipCount = SpaceShipCount;
        _spaceshipSize = SpaceShipSize;
    }

    public void rndNumbers()
    {

    }
}

1 个答案:

答案 0 :(得分:1)

答案是删除Clone()中的整个// cleanUp部分。现在它正在使用池创建随机对象。