我在业余时间闲逛Unity。我正在学习通过创建一个roguelike。我是Unity引擎的新手。这是我不太了解的问题:我实例化了预制件,并且效果很好。但是每个的位置都有些“偏离”。看起来像是网格,而不是连续的房间。
这是我用来创建此代码的代码:
int roomWidth = rnd.Next(7, 14);
int roomHeight = rnd.Next(10, 16);
lastRoomHeight = roomHeight;
lastRoomWidth = roomWidth;
for(int y = 0; y < roomHeight; y ++)
{
for(int x = 0; x < roomWidth; x++)
{
GameObject newWall = null;
if (x == 0 || x == roomWidth - 1 || y == 0 || y == roomHeight - 1)
{
if(x == 0 && y == 0 || x == roomWidth-1 && y == 0 || x == 0 && y == roomHeight-1 || x == roomWidth-1 && y == roomHeight-1)
{
newWall = Instantiate(floorTile, new Vector3(x, 1, y), Quaternion.identity);
}
else
{
newWall = Instantiate(wallTile, new Vector3(x, 1, y), Quaternion.identity);
newWall.transform.parent = this.transform;
if (y == roomHeight - 1)
newWall.transform.Rotate(new Vector3(0, 180, 0));
if (x == 0)
newWall.transform.Rotate(new Vector3(0, -270, 0));
if (x == roomWidth - 1)
newWall.transform.Rotate(new Vector3(0, 270, 0));
}
}
GameObject newTile = Instantiate(floorTile, new Vector3(x, 0, y), Quaternion.identity);
newTile.transform.parent = this.transform;
}
}
也许有人可以看到我在做错什么。