为什么在创建新立方体时,它并不总是在地形位置?

时间:2017-06-08 01:11:06

标签: c# unity3d unity5

TileMap

namespace CBX.TileMapping.Unity
{
    using UnityEngine;

    /// <summary>
    /// Provides a component for tile mapping.
    /// </summary>
    public class TileMap : MonoBehaviour
    {
        /// <summary>
        /// Gets or sets the number of rows of tiles.
        /// </summary>
        public int Rows;

        /// <summary>
        /// Gets or sets the number of columns of tiles.
        /// </summary>
        public int Columns;

        /// <summary>
        /// Gets or sets the value of the tile width.
        /// </summary>
        public float TileWidth = 1;

        /// <summary>
        /// Gets or sets the value of the tile height.
        /// </summary>
        public float TileHeight = 1;

        /// <summary>
        /// Used by editor components or game logic to indicate a tile location.
        /// </summary>
        /// <remarks>This will be hidden from the inspector window. See <see cref="HideInInspector"/></remarks>
        [HideInInspector]
        public Vector3 MarkerPosition;

        /// <summary>
        /// Initializes a new instance of the <see cref="TileMap"/> class.
        /// </summary>
        public TileMap()
        {
            this.Columns = 20;
            this.Rows = 10;
        }

        /// <summary>
        /// When the game object is selected this will draw the grid
        /// </summary>
        /// <remarks>Only called when in the Unity editor.</remarks>
        private void OnDrawGizmosSelected()
        {
            // store map width, height and position
            var mapWidth = this.Columns * this.TileWidth;
            var mapHeight = this.Rows * this.TileHeight;
            var position = this.transform.position;

            // draw layer border
            Gizmos.color = Color.white;
            Gizmos.DrawLine(position, position + new Vector3(mapWidth, 0, 0));
            Gizmos.DrawLine(position, position + new Vector3(0, mapHeight, 0));
            Gizmos.DrawLine(position + new Vector3(mapWidth, 0, 0), position + new Vector3(mapWidth, mapHeight, 0));
            Gizmos.DrawLine(position + new Vector3(0, mapHeight, 0), position + new Vector3(mapWidth, mapHeight, 0));

            // draw tile cells
            Gizmos.color = Color.grey;
            for (float i = 1; i < this.Columns; i++)
            {
                Gizmos.DrawLine(position + new Vector3(i * this.TileWidth, 0, 0), position + new Vector3(i * this.TileWidth, mapHeight, 0));
            }

            for (float i = 1; i < this.Rows; i++)
            {
                Gizmos.DrawLine(position + new Vector3(0, i * this.TileHeight, 0), position + new Vector3(mapWidth, i * this.TileHeight, 0));
            }

            // Draw marker position
            Gizmos.color = Color.red;    
            Gizmos.DrawWireCube(this.MarkerPosition, new Vector3(this.TileWidth, this.TileHeight, 1) * 1.1f);
        }
    }
}

和TileMapEditor

namespace CBX.Unity.Editors.Editor
{
    using System;
    using CBX.TileMapping.Unity;
    using UnityEditor;
    using UnityEngine;

    /// <summary>
    /// Provides a editor for the <see cref="TileMap"/> component
    /// </summary>
    [CustomEditor(typeof(TileMap))]
    public class TileMapEditor : Editor
    {
        /// <summary>
        /// Holds the location of the mouse hit location
        /// </summary>
        private Vector3 mouseHitPos;

        /// <summary>
        /// Lets the Editor handle an event in the scene view.
        /// </summary>
        /// 

        private void OnSceneGUI()
        {
            // if UpdateHitPosition return true we should update the scene views so that the marker will update in real time
            if (this.UpdateHitPosition())
            {
                SceneView.RepaintAll();
            }

            // Calculate the location of the marker based on the location of the mouse
            this.RecalculateMarkerPosition();

            // get a reference to the current event
            Event current = Event.current;

            // if the mouse is positioned over the layer allow drawing actions to occur
            if (this.IsMouseOnLayer())
            {
                // if mouse down or mouse drag event occurred
                if (current.type == EventType.MouseDown || current.type == EventType.MouseDrag)
                {
                    if (current.button == 1)
                    {
                        // if right mouse button is pressed then we erase blocks
                        this.Erase();
                        current.Use();
                    }
                    else if (current.button == 0)
                    {
                        // if left mouse button is pressed then we draw blocks
                        this.Draw();
                        current.Use();
                    }
                }
            }

            // draw a UI tip in scene view informing user how to draw & erase tiles
            Handles.BeginGUI();
            GUI.Label(new Rect(10, Screen.height - 90, 100, 100), "LMB: Draw");
            GUI.Label(new Rect(10, Screen.height - 105, 100, 100), "RMB: Erase");
            Handles.EndGUI();
        }

        /// <summary>
        /// When the <see cref="GameObject"/> is selected set the current tool to the view tool.
        /// </summary>
        private void OnEnable()
        {
            Tools.current = Tool.View;
            Tools.viewTool = ViewTool.FPS;
        }

        /// <summary>
        /// Draws a block at the pre-calculated mouse hit position
        /// </summary>
        private void Draw()
        {
            // get reference to the TileMap component
            var map = (TileMap)this.target;

            // Calculate the position of the mouse over the tile layer
            var tilePos = this.GetTilePositionFromMouseLocation();

            // Given the tile position check to see if a tile has already been created at that location
            var cube = GameObject.Find(string.Format("Tile_{0}_{1}", tilePos.x, tilePos.y));

            // if there is already a tile present and it is not a child of the game object we can just exit.
            if (cube != null && cube.transform.parent != map.transform)
            {
                return;
            }

            // if no game object was found we will create a cube
            if (cube == null)
            {
                cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
            }

            // set the cubes position on the tile map
            var tilePositionInLocalSpace = new Vector3((tilePos.x * map.TileWidth) + (map.TileWidth / 2), (tilePos.y * map.TileHeight) + (map.TileHeight / 2));
            cube.transform.position = map.transform.position + tilePositionInLocalSpace;

            // we scale the cube to the tile size defined by the TileMap.TileWidth and TileMap.TileHeight fields 
            cube.transform.localScale = new Vector3(map.TileWidth, map.TileHeight, 1);

            // set the cubes parent to the game object for organizational purposes
            cube.transform.parent = map.transform;

            // give the cube a name that represents it's location within the tile map
            cube.name = string.Format("Tile_{0}_{1}", tilePos.x, tilePos.y);

            // give the cube a tag
            cube.tag = "GridObject";

            TerrainObjects(cube);
        }

        public void TerrainObjects(GameObject gameobject)
        {
            Terrain terrain = Terrain.activeTerrain;
            var cube = GameObject.Find(string.Format("Terrain_{0}_{1}", gameobject.transform.position.x, gameobject.transform.position.y));
            if (cube != null)
                return;

            if (cube == null)
            {
                cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
            }

            cube.transform.position = new Vector3(terrain.transform.position.x + gameobject.transform.position.x, 0, terrain.transform.position.z + gameobject.transform.position.y);
            cube.transform.localScale = new Vector3(gameobject.transform.localScale.x, gameobject.transform.localScale.y, 1);

            cube.name = string.Format("Terrain_{0}_{1}", gameobject.transform.position.x, gameobject.transform.position.y);
        }

        /// <summary>
        /// Erases a block at the pre-calculated mouse hit position
        /// </summary>
        private void Erase()
        {
            // get reference to the TileMap component
            var map = (TileMap)this.target;

            // Calculate the position of the mouse over the tile layer
            var tilePos = this.GetTilePositionFromMouseLocation();

            // Given the tile position check to see if a tile has already been created at that location
            var cube = GameObject.Find(string.Format("Tile_{0}_{1}", tilePos.x, tilePos.y));

            // if a game object was found with the same name and it is a child we just destroy it immediately
            if (cube != null && cube.transform.parent == map.transform)
            {
                UnityEngine.Object.DestroyImmediate(cube);
            }
        }

        /// <summary>
        /// Calculates the location in tile coordinates (Column/Row) of the mouse position
        /// </summary>
        /// <returns>Returns a <see cref="Vector2"/> type representing the Column and Row where the mouse of positioned over.</returns>
        private Vector2 GetTilePositionFromMouseLocation()
        {
            // get reference to the tile map component
            var map = (TileMap)this.target;

            // calculate column and row location from mouse hit location
            var pos = new Vector3(this.mouseHitPos.x / map.TileWidth, this.mouseHitPos.y / map.TileHeight, map.transform.position.z);

            // round the numbers to the nearest whole number using 5 decimal place precision
            pos = new Vector3((int)Math.Round(pos.x, 5, MidpointRounding.ToEven), (int)Math.Round(pos.y, 5, MidpointRounding.ToEven), 0);

            // do a check to ensure that the row and column are with the bounds of the tile map
            var col = (int)pos.x;
            var row = (int)pos.y;
            if (row < 0)
            {
                row = 0;
            }

            if (row > map.Rows - 1)
            {
                row = map.Rows - 1;
            }

            if (col < 0)
            {
                col = 0;
            }

            if (col > map.Columns - 1)
            {
                col = map.Columns - 1;
            }

            // return the column and row values
            return new Vector2(col, row);
        }

        /// <summary>
        /// Returns true or false depending if the mouse is positioned over the tile map.
        /// </summary>
        /// <returns>Will return true if the mouse is positioned over the tile map.</returns>
        private bool IsMouseOnLayer()
        {
            // get reference to the tile map component
            var map = (TileMap)this.target;

            // return true or false depending if the mouse is positioned over the map
            return this.mouseHitPos.x > 0 && this.mouseHitPos.x < (map.Columns * map.TileWidth) &&
                   this.mouseHitPos.y > 0 && this.mouseHitPos.y < (map.Rows * map.TileHeight);
        }

        /// <summary>
        /// Recalculates the position of the marker based on the location of the mouse pointer.
        /// </summary>
        private void RecalculateMarkerPosition()
        {
            // get reference to the tile map component
            var map = (TileMap)this.target;

            // store the tile location (Column/Row) based on the current location of the mouse pointer
            var tilepos = this.GetTilePositionFromMouseLocation();

            // store the tile position in world space
            var pos = new Vector3(tilepos.x * map.TileWidth, tilepos.y * map.TileHeight, 0);

            // set the TileMap.MarkerPosition value
            map.MarkerPosition = map.transform.position + new Vector3(pos.x + (map.TileWidth / 2), pos.y + (map.TileHeight / 2), 0);
        }

        /// <summary>
        /// Calculates the position of the mouse over the tile map in local space coordinates.
        /// </summary>
        /// <returns>Returns true if the mouse is over the tile map.</returns>
        private bool UpdateHitPosition()
        {
            // get reference to the tile map component
            var map = (TileMap)this.target;

            // build a plane object that 
            var p = new Plane(map.transform.TransformDirection(Vector3.forward), map.transform.position);

            // build a ray type from the current mouse position
            var ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);

            // stores the hit location
            var hit = new Vector3();

            // stores the distance to the hit location
            float dist;

            // cast a ray to determine what location it intersects with the plane
            if (p.Raycast(ray, out dist))
            {
                // the ray hits the plane so we calculate the hit location in world space
                hit = ray.origin + (ray.direction.normalized * dist);
            }

            // convert the hit location from world space to local space
            var value = map.transform.InverseTransformPoint(hit);

            // if the value is different then the current mouse hit location set the 
            // new mouse hit location and return true indicating a successful hit test
            if (value != this.mouseHitPos)
            {
                this.mouseHitPos = value;
                return true;
            }

            // return false if the hit test failed
            return false;
        }
    }
}

这是我添加的新方法: 我想翻译游戏对象信息,如位置,比例,旋转,并在地形上创建副本。

public void TerrainObjects(GameObject gameobject)
        {
            Terrain terrain = Terrain.activeTerrain;
            var cube = GameObject.Find(string.Format("Terrain_{0}_{1}", gameobject.transform.position.x, gameobject.transform.position.y));
            if (cube != null)
                return;

            if (cube == null)
            {
                cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
            }

TileMap在某个位置创建网格。 我可以在空间周围移动网格,如果我移动网格TileMap脚本附加到GameObject,如果我将这个GameObject远离地形远离它将在GameObject位置附近的TerrainObjects方法中创建新的立方体TileMap附加到。

但我希望我在TerrainObjects中创建的立方体始终在地形上,并以某种方式将网格上的立方体(在TileMapEditor中)的位置转换为地形上的位置。

在底部的Draw()里面的脚本TileMapEditor中我调用方法TerrainObjects。

TerrainObjects(cube);

当我从网格中删除()一个立方体时,应该是相同的想法/概念。

第一个屏幕截图是当网格靠近地形时所以新的立方体在地形上: Grid near terrain

在第二个屏幕截图中,我将网格远离地形移动,并且在网格附近创建的新立方体不在地形上: 我绘制了新的立方体,你可以看到网格在哪里,新的立方体在哪里,它们靠近网格而不是地形。

Grid far from terrain

1 个答案:

答案 0 :(得分:0)

当您将多维数据集放置在地形上时,您需要添加已附加GridEditor脚本的游戏对象的x,y和z值。我觉得这可能是你的问题。