我一直在使用Unity 2017.3和C#中的Minecraft克隆游戏,我开始没事,但是当我在超级平面世界发电系统上工作时,开始出现问题。在World mono行为中,在Generate void中,有三个嵌套for循环,它们应该在0到5之间的每个可能位置生成一个新的污垢块
但它只会使一条污垢块沿Z轴伸展。
以下是PlaceableItem(附加到dirtPrefab)和World(附加到World)的代码
可放置物品类
using UnityEngine;
using System.Collections;
public class PlaceableItem : MonoBehaviour
{
public string nameInInventory = "Unnamed Block";
public int maxStack = 64;
public bool destructible = true;
public bool explodesOnX = false;
public bool abidesGravity = false;
public bool isContainer = false;
public bool canBeSleptOn = false;
public bool dropsSelf = false;
private Rigidbody rb;
// Use this for initialization
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (abidesGravity) {
rb.useGravity = true;
} else {
rb.useGravity = false;
}
}
private void OnDestroy()
{
if (dropsSelf) {
//Drop this gameObject
}
}
public void Explode() {
if (!explodesOnX)
return;
}
public void OnMouseDown()
{
if (isContainer && !canBeSleptOn) {
//Open the container inventory
} else if (canBeSleptOn && !isContainer) {
//Make the character sleep on the item
}
}
private void OnMouseOver()
{
if (Input.GetMouseButtonDown(1) && destructible) {
Destroy(gameObject);
}
}
}
世界级
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class World : MonoBehaviour {
public GameObject dirtPrefab;
public bool generateAutomatically = true;
// Use this for initialization
void Start () {
if (generateAutomatically) {
Generate();
}
}
// Update is called once per frame
void Update () {
}
void Generate() {
for (int x = 0; x <= 5; x++) {
for (int y = 0; y <= 5; y++) {
for (int z = 0; z <= 5; z++) {
Instantiate(dirtPrefab, new Vector3(x, y, z), Quaternion.identity);
}
}
}
}
void RemoveAllBlocks() {
foreach (PlaceableItem placeableItem in GetComponentsInChildren<PlaceableItem>()) {
Destroy(placeableItem.gameObject);
}
}
}
提前感谢开发人员! 希望这不是一个愚蠢的问题!
答案 0 :(得分:0)
[已解决]我意识到我有一个矩形变形以某种方式附着在我的污垢预制件上。删除它并添加转换有助于。