我遵循了一个教程,使用C#制作程序生成的迷宫,当你点击鼠标按钮时,它会产生一个新的迷宫。
然而,当我生成一个新的迷宫时,一切看起来都正确,但旧迷宫网格的MeshCollider
仍然存在,此外还有新的迷宫MeshCollider
制作了无数的隐形墙。
如何清除脚本中的旧MeshCollider
,以便删除它们并且只保留新生成的网格?
初始迷宫图片
第二个迷宫图片
在第一个迷宫之后,每个迷宫都有绿色轮廓所代表的旧MeshCollider
,看起来它只是制作新的MeshCollider
而不是用新的替换旧的MeshCollider
。我想我可以通过将网格和using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mesh_Generator : MonoBehaviour {
public SquareGrid squareGrid;
public MeshFilter walls;
public MeshFilter cave;
public bool is2D;
List<Vector3> vertices;
List<int> triangles;
Dictionary<int,List<Triangle>> triangleDictionary = new Dictionary<int, List<Triangle>> ();
List<List<int>> outlines = new List<List<int>> ();
HashSet<int> checkedVerticies = new HashSet<int> ();
public void GenerateMesh(int[,] map, float squareSize){
triangleDictionary.Clear ();
outlines.Clear ();
checkedVerticies.Clear ();
squareGrid = new SquareGrid (map, squareSize);
vertices = new List<Vector3> ();
triangles = new List<int> ();
for (int x = 0; x < squareGrid.squares.GetLength (0); x++) {
for (int y = 0; y < squareGrid.squares.GetLength (1); y++) {
TriangulateSquare (squareGrid.squares [x, y]);
}
}
Mesh mesh = null;
mesh = new Mesh ();
cave.mesh = mesh;
mesh.vertices = vertices.ToArray ();
mesh.triangles = triangles.ToArray ();
mesh.RecalculateNormals ();
if (!is2D) {
CreateWallMesh ();
}
}
void CreateWallMesh(){
CalculateMeshOutLines ();
List<Vector3> wallVerticies = new List<Vector3> ();
List<int> wallTriangles = new List<int> ();
Mesh wallMesh = new Mesh ();
float wallHeight = 5;
foreach (List<int> outline in outlines){
for (int i = 0; i < outline.Count -1; i ++){
int startIndex = wallVerticies.Count;
wallVerticies.Add (vertices [outline [i]]); // left vertex
wallVerticies.Add (vertices [outline [i+1]]); // right vertex
wallVerticies.Add (vertices [outline [i]] - Vector3.up * wallHeight); // bottom left vertex
wallVerticies.Add (vertices [outline [i+1]] - Vector3.up * wallHeight); // bottom right vertex
wallTriangles.Add (startIndex + 0); //triangle 1
wallTriangles.Add (startIndex + 2);
wallTriangles.Add (startIndex + 3);
wallTriangles.Add (startIndex + 3); //triangle 2
wallTriangles.Add (startIndex + 1);
wallTriangles.Add (startIndex + 0);
}
}
wallMesh.vertices = wallVerticies.ToArray ();
wallMesh.triangles = wallTriangles.ToArray ();
walls.mesh = wallMesh;
MeshCollider wallCollider = walls.gameObject.AddComponent<MeshCollider> ();
wallCollider = null;
wallCollider = new MeshCollider ();
wallCollider.sharedMesh = wallMesh;
}
设置为null来解决这个问题,然后在每个新迷宫生成开始时使用新网格,但它什么都不做:
org.springframework.web.client.RestTemplate
答案 0 :(得分:0)
从here开始,您应该在重建三角形数组之前调用Mesh.Clear
。“
mesh = new Mesh ();
cave.mesh.Clear();
cave.mesh = mesh;