【发布时间】:2016-08-30 08:55:36
【问题描述】:
我想要它做的是在编辑器和运行游戏时看到所有球体同时移动到另一个方向,或者它可能是相同的方向直到 endPoint 然后回到 startPoint循环不停。
这是我的脚本:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
[ExecuteInEditMode]
public class SphereBuilder : MonoBehaviour
{
// for tracking properties change
private Vector3 _extents;
private int _sphereCount;
private float _sphereSize;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SphereCount;
public float SphereSize;
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));
SphereCount = Mathf.Max(0, SphereCount);
SphereSize = Mathf.Max(0.0f, SphereSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SphereCount = 100;
SphereSize = 20.0f;
}
private void Update()
{
UpdateSpheres();
}
private void UpdateSpheres()
{
if (Extents == _extents && SphereCount == _sphereCount && Mathf.Approximately(SphereSize, _sphereSize))
return;
// cleanup
var spheres = GameObject.FindGameObjectsWithTag("Sphere");
foreach (var t in spheres)
{
if (Application.isEditor)
{
DestroyImmediate (t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < SphereCount; i++)
{
var o = GameObject.CreatePrimitive(PrimitiveType.Sphere);
o.tag = "Sphere";
o.transform.localScale = new Vector3(SphereSize, SphereSize, SphereSize);
// 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 !");
}
// place !
o.transform.position = new Vector3(x, y, z);
}
_extents = Extents;
_sphereCount = SphereCount;
_sphereSize = SphereSize;
}
}
更新
我创建了另一个 c# 脚本并将其拖到地形上。
using UnityEngine;
using System.Collections;
public class MoveSpheres : MonoBehaviour {
public Transform _transform;
private Vector3 pos1 = new Vector3(-4,0,0);
private Vector3 pos2 = new Vector3(4,0,0);
public float speed = 1.0f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
_transform.position = Vector3.Lerp (pos1, pos2, Mathf.PingPong(Time.time*speed, 1.0f));
}
}
这个脚本移动一个球体。但我想移动所有的球体。 而且,如果我在第一个脚本中更改球体的数量,然后移动它们也继续移动它们。
问题在于第一个脚本中的 Destroy 部分。
【问题讨论】:
-
除了最初的问题之外,您还想消除一些代码异味:
ExecuteInEditMode真的有必要吗?当您可以添加公共变量时,为什么要搜索所有对象(甚至基于它们的根名称)?您可以获得所有对象变换而不是整个对象(也就是说,它几乎没有区别)。此外,您可能希望在对象上附加一个移动脚本,而不是在一个循环中进行所有转换(mono/unity 编译器对此进行了更好的优化 - 在一个 obj 的一次更新中,unity 似乎会出现循环时间很长的性能问题/跨度>
标签: c# unity3d unityscript unity5