【问题标题】:Procedural maze remove old colliders程序迷宫移除旧对撞机
【发布时间】:2017-11-18 16:53:14
【问题描述】:

我遵循了一个使用 C# 统一制作程序生成迷宫的教程,当您单击鼠标按钮时,它会生成一个新迷宫。

但是,当我生成一个新迷宫时,一切看起来都正常,但旧迷宫网格的MeshCollider 仍然存在,除了新迷宫MeshCollider 制造了许多隐形墙。

如何清除脚本中的旧 MeshColliders,以便将它们删除,只保留新生成的网格?

初始迷宫图像

第二个迷宫图片

每个迷宫,在第一个之后,都有旧的MeshColliders 由绿色轮廓表示,看起来它只是在制作新的MeshColliders,而不是用新的替换旧的。我想我可以通过将网格和 MeshCollider 设置为 null 来解决这个问题,然后在每个新迷宫生成开始时新建网格,但它什么也没做:

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;
}

【问题讨论】:

    标签: c# unity5 procedural-generation


    【解决方案1】:

    来自here,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;
    

    【讨论】:

    • 我想我找到了问题的根源,发生的事情是在我的地图生成器脚本中,它调用了上面列出的程序,该程序创建了一个 MeshCollider MeshCollider wallCollider = walls.gameObject.AddComponent&lt;MeshCollider&gt; (); 我需要做的是拥有这个仅在第一次发生,不会在每次连续点击时发生
    猜你喜欢
    • 1970-01-01
    • 2022-10-14
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    相关资源
    最近更新 更多