[英]In Unity how can i create number of Spheres Game Objects with random number of Heights and objects?
What i want is to make a script that will create on a Terrain random number of gameObjects in this case Spheres and that it each one will have random Height.我想要的是制作一个脚本,该脚本将在这种情况下在地形随机数量的游戏对象上创建球体,并且每个游戏对象都将具有随机高度。
using UnityEngine;
using System.Collections;
public class Random_Objects : MonoBehaviour {
public int Random_Object_Min = 1, Random_Object_Max = 51;
public int Random_Height_Min = 5, Random_Height_Max = 100;
[HideInInspector] private int[] Objects_Number;
[HideInInspector] private int[] Random_Heights;
[HideInInspector] private int Area_Size_To_Build = 0;
[HideInInspector] private Vector3 terrainSize;
[HideInInspector] private GameObject s;
[HideInInspector] private ArrayList myNodes;
// Use this for initialization
void Start () {
Objects_Number = new int[Random.Range (Random_Objects_Min,Random_Objects_Max)];
Random_Heights = new int[Random.Range(Random_Height_Min, Random_Height_Max)];
myNodes = new ArrayList ();
for (int i = 0; i < Objects_Number.Length; i++)
{
s = GameObject.CreatePrimitive(PrimitiveType.Sphere);
s.transform.position = new Vector3 ((Random.value*461)+10, (Random.value*300)+10, 0F);
//s.transform.localScale += new Vector3(
myNodes.Add(s);
}
}
// Update is called once per frame
void Update () {
}
}
The first problem i face is when i create the int arrays i get random places in the array for example 7 indexs.我面临的第一个问题是,当我创建 int 数组时,我会在数组中获得随机位置,例如 7 个索引。 But i also want to assign random heights and maybe also random positions.
但我也想分配随机高度,也可能是随机位置。
So if i get in Objects_Number fro example 7 then in each one i want to have some values like random height for each one and random position for each one.因此,如果我从示例 7 中获取 Objects_Number,那么在每个对象中,我都希望有一些值,例如每个对象的随机高度和每个对象的随机位置。
Then in the For loop some how to extract this random values and create the random Spheres.然后在 For 循环中一些如何提取这个随机值并创建随机球体。 So in the end in the ArrayList myNodes i will something like:
所以最后在 ArrayList myNodes 中我会是这样的:
0 = Position(5,67,0) Scale(30,4,0) 0 = 位置(5,67,0) 比例(30,4,0)
1 = Position(50,67,0) Scale(1,40,0) 1 = 位置(50,67,0) 比例(1,40,0)
And so on.等等。 Later i want to create the Spheres to display them in the Terrain when running the game.
后来我想创建球体以在运行游戏时在地形中显示它们。
Create tags: terrain , sphere创建标签:地形,球体
Create layer: terrain创建图层:地形
Terrain地形
Add terrain to scene, tip: to be able to paint you must assign textures to it first.将地形添加到场景中,提示:要能够绘制,您必须先为其分配纹理。
Assign terrain tag and layer to terrain.为地形分配地形标记和图层。
Make sure it is centered, default size seems 500 so x/z should be -250.确保它居中,默认大小似乎是 500,所以 x/z 应该是 -250。
Code代码
This will place spheres randomly above terrain but ensures height is according terrain below:这会将球体随机放置在地形上方,但确保高度符合以下地形:
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;
}
}
You could also get mesh bounds of your terrain and place spheres accordingly, if terrain is not zero-centered.如果地形不是以零为中心,您还可以获得地形的网格边界并相应地放置球体。
Result结果
What's next ?接下来是什么?
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