【unity 5学习记录】 可编辑地形 网格(类似minecraft)17.8.8

本篇文章是从新浪搬过来的。http://blog.sina.com.cn/s/articlelist_5880195292_0_1.html点击打开链接

新浪每次该文章。尖括号都会莫名其妙消失掉,而且也用了转义符号。所以以后博客都在这里发布。


这是当前地形编辑的效果

附上源码 原理讲解在下一篇http://blog.csdn.net/zhong1213/article/details/76906336

TerrainManager.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
using  UnityEngine;
using  System.Collections;
using  System.Collections.Generic;

public   class  TerrainManager : MonoBehaviour
{
    Mesh mesh;

    
//材质
     public  Material diffuseMap;

    
//顶点、uv、索引信息
     private  Vector3[] vertives;
    
private  Vector2[] uvs;
    
private   int [] triangles;
    
private   ushort [] blockData;

    
//生成信息
     private  Vector3 chunkSize; //长宽高
     private   int  groundHeight; //地面高度

    
//区块主体
     private  GameObject terrain;

    
void  Start()
    {
        SetTerrain(
10 10 10 5 );
    }

    
// 通过参数生成地形

    
public   void  SetTerrain( float  width,  float  height,  float  length,  int  groundH)
    {
        Init(width, height, length, groundH);
//初始化数据
        GetVertives();
        DrawMesh();
        terrain.AddComponent<MeshCollider>();
    }

    
/// 初始化计算某些值
     private   void  Init( float  width,  float  height,  float  length,  int  groundH)
    {
        chunkSize = 
new  Vector3(width, height, length); //初始化区块尺寸并赋值
        groundHeight = groundH; //给地面高度赋值
         if  (terrain !=  null )
        {
            Destroy(terrain);
        }
        terrain = 
new  GameObject(); //初始化区间
        terrain.name =  "plane" ; //设置chunk名字
        terrain.layer =  8 ; //设置区间所在层数。只有这一层内的碰撞体才会被射线检测到
        blockData =  new   ushort [( int )(chunkSize.x * chunkSize.y * chunkSize.z)]; //初始化方块数据,方括号内是该区间内所容纳方块数,该数组的容量
         //该循环遍历0,0,0 到 (chunksize-1,chunksize-1,chunksize-1)的方块位置。并根据地面高度。分配方块对应的数字。0是空,1是有方块
         for  ( int  x =  0 ; x < chunkSize.x; x++)
        {
            
for  ( int  y =  0 ; y < chunkSize.y; y++)
            {
                
for  ( int  z =  0 ; z < chunkSize.z; z++)
                {
                    
if  (y <= groundH)
                    {
                        blockData[getBlockIndex(x, y, z)] = 
1 ;
                    }
                    
else
                    {
                        blockData[getBlockIndex(x, y, z)] = 
0 ;
                    }


                }

            }

        }
        
//用于测试
        blockData[getBlockIndex( 5 1 5 )] =  0 ;
        blockData[getBlockIndex(
5 2 5 )] =  0 ;
        blockData[getBlockIndex(
5 3 5 )] =  0 ;
        blockData[getBlockIndex(
5 4 5 )] =  0 ;
        blockData[getBlockIndex(
5 5 5 )] =  0 ;
        blockData[getBlockIndex(
5 5 6 )] =  0 ;
        blockData[getBlockIndex(
5 5 7 )] =  0 ;
        blockData[getBlockIndex(
6 5 5 )] =  0 ;
        blockData[getBlockIndex(
7 5 5 )] =  0 ;
    }
    
public   void  BuildBlock( float  px,  float  py,  float  pz,  int  blockID)
    {
        
//获取对应的方块并且赋值blockID
        blockData[( int )((pz + py * (( int )chunkSize.z) + (px * ( int )(chunkSize.y) * ( int )(chunkSize.z))))] = ( ushort )blockID;

        
//这里开始重绘网格
        GetVertives();
        
//给mesh 赋值
        mesh.Clear();
        mesh.vertices = vertives;
//,pos);
        mesh.uv = uvs;
        mesh.triangles = triangles;
        
//重置法线
        mesh.RecalculateNormals();
        
//重置范围
        mesh.RecalculateBounds();
        
//更新网格碰撞体
        terrain.GetComponent<MeshCollider>().sharedMesh = mesh;
    }
    
/// <summary>
     /// 绘制网格
     /// </summary>
     private   void  DrawMesh()
    {
        mesh = terrain.AddComponent<MeshFilter>().mesh;
//添加网格组件,并且添加到本地mesh变量里
        terrain.AddComponent<MeshRenderer>(); //添加网格渲染
         if  (diffuseMap ==  null )
        {
            Debug.LogWarning(
"No material,Create diffuse!!" );
            diffuseMap = 
new  Material(Shader.Find( "Diffuse" ));
        }

        terrain.GetComponent<Renderer>().material = diffuseMap;

        mesh.Clear();

        
//给mesh 赋值
        mesh.vertices = vertives; //,pos);
        mesh.uv = uvs;
        mesh.triangles = triangles;
        
//重置法线
        mesh.RecalculateNormals();
        
//重置范围
        mesh.RecalculateBounds();
    }

    
/// <summary>
     /// 生成顶点信息
     /// </summary>
     /// <returns></returns>
     private  Vector3[] GetVertives()
    {
        
int  index =  0 ; //顶点初始序号
         //GetUV();

        vertives = 
new  Vector3[( int )((chunkSize.x +  1 ) * (chunkSize.y +  1 ) * (chunkSize.z +  1 ))]; //初始化顶点序号
         for  ( int  x =  0 ; x < chunkSize.x +  1 ; x++)
        {
            
for  ( int  y =  0 ; y < chunkSize.y +  1 ; y++)
            {
                
for  ( int  z =  0 ; z < chunkSize.z +  1 ; z++)
                {

                    
if  (y ==  0 ) //底面一定绘制
                    {
                        vertives[index] = 
new  Vector3(x, y, z);

                    }
                    
else
                    {
                        
if  (!ifIsSide(x, y, z,  0 ))
                        {
                            
if  (ifDifFromAround(x, y, z))
                            {
                                vertives[index] = 
new  Vector3(x, y, z);
                            }
                        }
                    }
                    index++;
//即将进行下一个遍历,顶点序号加一,这样是为了每一个坐标都有唯一对应的顶点序号。便于后面绘制三角形通过坐标计算顶点序号

                }
            }
        }
        GetTriangles();
//生成三角形信息
         return  vertives;
    }
    
//这个包含方块序号和坐标的对应规则,可以直接通过方块坐标获得方块序号
     private   int  getBlockIndex( int  x,  int  y,  int  z)
    {
        
return  (z + y * (( int )chunkSize.z) + (x * ( int )(chunkSize.y) * ( int )(chunkSize.z)));
    }

    
//这部分是为了接下来多区块准备的,就是避开绘制周围一圈方块,因为周围一圈方块的绘制需要根据相邻chunk里的方块来绘制
     private   bool  ifIsSide( int  x,  int  y,  int  z,  int  VorT)  //v =0 t=1
    {
        
if  (VorT ==  0 ) //0是给顶点遍历用的
        {
            
if  (x ==  0  || y ==  0  || z ==  0  || x >= ( int )chunkSize.x || y >= ( int )chunkSize.y || z >= ( int )chunkSize.z)
            {
                
return   true ;
            }
            
else
            {
                
return   false ;
            }
        }
        
else //1是给三角形遍历用的
        {
            
if  (x ==  0  || y ==  0  || z ==  0  || x >= ( int )chunkSize.x -  1  || y >= ( int )chunkSize.y -  1  || z >= ( int )chunkSize.z -  1 )
            {
                
return   true ;
            }
            
else
            {
                
return   false ;
            }
        }

    }

    
//这部分是顶点遍历的时候。判断顶点周围八个方块是不是一样。只有不一样的情况。这个顶点才会被加载
     private   bool  ifDifFromAround( int  x,  int  y,  int  z)
    {
        
if  (blockData[getBlockIndex(x, y, z)] ==  0 )
        {

            
if  (blockData[getBlockIndex(x -  1 , y, z)] >  0  ||
                    blockData[getBlockIndex(x, y - 
1 , z)] >  0  ||
                    blockData[getBlockIndex(x, y, z - 
1 )] >  0  ||
                    blockData[getBlockIndex(x - 
1 , y -  1 , z)] >  0  ||
                    blockData[getBlockIndex(x, y - 
1 , z -  1 )] >  0  ||
                    blockData[getBlockIndex(x - 
1 , y, z -  1 )] >  0  ||
                    blockData[getBlockIndex(x - 
1 , y -  1 , z -  1 )] >  0 )
            {
                
return   true ;
            }
            
else
            {
                
return   false ;
            }
        }
        
else
        {

            
if  (blockData[getBlockIndex(x -  1 , y, z)] ==  0  ||
                    blockData[getBlockIndex(x, y - 
1 , z)] ==  0  ||
                    blockData[getBlockIndex(x, y, z - 
1 )] ==  0  ||
                    blockData[getBlockIndex(x - 
1 , y -  1 , z)] ==  0  ||
                    blockData[getBlockIndex(x, y - 
1 , z -  1 )] ==  0  ||
                    blockData[getBlockIndex(x - 
1 , y, z -  1 )] ==  0  ||
                    blockData[getBlockIndex(x - 
1 , y -  1 , z -  1 )] ==  0 )
            {
                
return   true ;
            }
            
else
            {
                
return   false ;
            }
        }
        
return   false ;

    }
    
/// <summary>
     /// 生成UV信息
     /// </summary>
     /// <returns></returns>
     /*private Vector2[] GetUV()
    {
        int sum = Mathf.FloorToInt((segment.x + 1) * (segment.y + 1));
        uvs = new Vector2[sum];
        float u = 1.0F / segment.x;
        float v = 1.0F / segment.y;
        uint index = 0;
        for (int i = 0; i < segment.y + 1; i++)
        {
            for (int j = 0; j < segment.x + 1; j++)
            {
                uvs[index] = new Vector2(j * u, i * v);
                index++;
            }
        }

        return uvs;
    }*/


    
/// <summary>
     /// 生成三角形信息
     /// </summary>
     /// <returns></returns>
     private   int [] GetTriangles()
    {
        
int  sum = Mathf.FloorToInt(chunkSize.x * chunkSize.y * chunkSize.z *  6 );
        triangles = 
new   int [sum]; //初始化三角形数组
         uint  index =  0 ; //初始三角形序号

        
for  ( int  x =  0 ; x < chunkSize.x; x++)
        {
            
for  ( int  y =  0 ; y < chunkSize.y; y++)
            {
                
for  ( int  z =  0 ; z < chunkSize.z; z++)
                {
                    
/*if (blockData[z + (y * (int)chunkSize.z) + (x * (int)chunkSize.y * (int)chunkSize.z)] != 0){
                        if (y == 0){
                            int self = z + y * ((int)chunkSize.z+1)+ (x * (int)(chunkSize.y+1) * (int)(chunkSize.z+1));
                            int next = z + (y * (int)(chunkSize.z + 1) + ((x+1) * (int)((chunkSize.y + 1) * (chunkSize.z + 1))));

                            triangles[index] = self;
                            triangles[index + 1] = self + 1;
                            triangles[index + 2] = next + 1;
                            triangles[index + 3] = self;
                            triangles[index + 4] = next + 1;
                            triangles[index + 5] = next;
                            index += 6;
                        }
                    }*/

                    
if  (y ==  0 )
                    {
                        
int  self = z + y * (( int )chunkSize.z +  1 ) + (x * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                        
int  next = z + (y * ( int )(chunkSize.z +  1 ) + ((x +  1 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));

                        triangles[index] = self;
                        triangles[index + 
1 ] = self +  1 ;
                        triangles[index + 
2 ] = next +  1 ;
                        triangles[index + 
3 ] = self;
                        triangles[index + 
4 ] = next +  1 ;
                        triangles[index + 
5 ] = next;
                        index += 
6 ;
                    }
                    
else
                    {

                        
if  (!ifIsSide(x, y, z,  1 ))
                        {
                            
if  (blockData[getBlockIndex(x, y, z)] ==  0 )
                            {

                                
//下面是判断当前坐标方块上下左右前后的方块是不是实心的
                                 //如果是实心的就把面绘制出来。而且要注意三角形面的绘制是一侧的。取决于你取点的顺序。顺时针就是正面,逆时针就是反面

                                
//check up and draw triangle

                                
if  (blockData[getBlockIndex(x, y +  1 , z)] !=  0 )
                                {
                                    
int  self = z + (y +  1 ) * (( int )chunkSize.z +  1 ) + (x * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                                    
int  next = z + ((y +  1 ) * ( int )(chunkSize.z +  1 ) + ((x +  1 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));

                                    triangles[index] = self;
                                    triangles[index + 
1 ] = next +  1 ;
                                    triangles[index + 
2 ] = self +  1 ;
                                    triangles[index + 
3 ] = self;
                                    triangles[index + 
4 ] = next;
                                    triangles[index + 
5 ] = next +  1 ;
                                    index += 
6 ;
                                }
                                
//check doawn and draw triangle
                                 if  (blockData[getBlockIndex(x, y -  1 , z)] !=  0 )
                                {
                                    
int  self = z + (y) * (( int )chunkSize.z +  1 ) + (x * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                                    
int  next = z + ((y) * ( int )(chunkSize.z +  1 ) + ((x +  1 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));

                                    triangles[index] = self;
                                    triangles[index + 
1 ] = self +  1 ;
                                    triangles[index + 
2 ] = next +  1 ;
                                    triangles[index + 
3 ] = self;
                                    triangles[index + 
4 ] = next +  1 ;
                                    triangles[index + 
5 ] = next;
                                    index += 
6 ;
                                }
                                
//side
                                 if  (blockData[getBlockIndex(x, y, z -  1 )] !=  0 )
                                {
                                    
int  self = z + (y) * (( int )chunkSize.z +  1 ) + (x * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                                    
int  next = z + ((y) * ( int )(chunkSize.z +  1 ) + ((x +  1 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));
                                    
int  sup = self + ( int )chunkSize.z +  1 ;
                                    
int  nup = next + ( int )chunkSize.z +  1 ;
                                    triangles[index] = self;
                                    triangles[index + 
1 ] = nup;
                                    triangles[index + 
2 ] = sup;
                                    triangles[index + 
3 ] = self;
                                    triangles[index + 
4 ] = next;
                                    triangles[index + 
5 ] = nup;
                                    index += 
6 ;
                                }
                                
if  (blockData[getBlockIndex(x, y, z +  1 )] !=  0 )
                                {
                                    
int  self = z +  1  + (y) * (( int )chunkSize.z +  1 ) + (x * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                                    
int  next = z +  1  + ((y) * ( int )(chunkSize.z +  1 ) + ((x +  1 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));
                                    
int  sup = self + ( int )chunkSize.z +  1 ;
                                    
int  nup = next + ( int )chunkSize.z +  1 ;
                                    triangles[index] = self;
                                    triangles[index + 
1 ] = sup;
                                    triangles[index + 
2 ] = nup;
                                    triangles[index + 
3 ] = self;
                                    triangles[index + 
4 ] = nup;
                                    triangles[index + 
5 ] = next;
                                    index += 
6 ;
                                }
                                
if  (blockData[getBlockIndex(x -  1 , y, z)] !=  0 )
                                {
                                    
int  self = z + (y) * (( int )chunkSize.z +  1 ) + (x * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                                    
int  next = z + ((y) * ( int )(chunkSize.z +  1 ) + ((x +  1 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));
                                    
int  sup = self + ( int )chunkSize.z +  1 ;
                                    
int  nup = next + ( int )chunkSize.z +  1 ;
                                    triangles[index] = self;
                                    triangles[index + 
1 ] = sup;
                                    triangles[index + 
2 ] = sup +  1 ;
                                    triangles[index + 
3 ] = self;
                                    triangles[index + 
4 ] = sup +  1 ;
                                    triangles[index + 
5 ] = self +  1 ;
                                    index += 
6 ;
                                }
                                
if  (blockData[getBlockIndex(x +  1 , y, z)] !=  0 )
                                {
                                    
int  self = z + (y) * (( int )chunkSize.z +  1 ) + ((x +  1 ) * ( int )(chunkSize.y +  1 ) * ( int )(chunkSize.z +  1 ));
                                    
int  next = z + ((y) * ( int )(chunkSize.z +  1 ) + ((x +  2 ) * ( int )((chunkSize.y +  1 ) * (chunkSize.z +  1 ))));
                                    
int  sup = self + ( int )chunkSize.z +  1 ;
                                    
int  nup = next + ( int )chunkSize.z +  1 ;
                                    triangles[index] = self;
                                    triangles[index + 
1 ] = sup +  1 ;
                                    triangles[index + 
2 ] = sup;
                                    triangles[index + 
3 ] = self;
                                    triangles[index + 
4 ] = self +  1 ;
                                    triangles[index + 
5 ] = sup +  1 ;
                                    index += 
6 ;
                                }
                            }
                        }
                    }
                }
            }
        }
        
return  triangles;
    }
}


 ray.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
using  System;
using  System.Collections;
using  System.Collections.Generic;
using  UnityEngine;

public   class  ray MonoBehaviour
{
    
private  TerrainManager terraManager;

    
void  Start ()
    {
        terraManager GameObject.Find(
"Map" ).GetComponent <TerrainManager>();
    }
    
void  Update()
    {

        RaycastHit hit;
        Vector3 fwd transform.TransformDirection(Vector3.forward);
//获取摄像头向前的方向
         if  (Physics.Raycast(transform.position, fwd,  out  hit, Mathf.Infinity,  1  <<  8 ))
        {
            Debug.DrawLine(transform.position, hit.point, Color.red);
//scene视图中绘制射线
             float  px Mathf.Floor(hit.point.x);
            
float  py Mathf.Floor(hit.point.y);
            
float  pz Mathf.Floor(hit.point.z);
            GameObject.Find(
"po2" ).transform.position  new  Vector3(px  0 .5F, py  1 pz  0 .5f);
            
if  (Input.GetMouseButtonDown( 0 ))
            {
                terraManager.BuildBlock(px, py 
1 pz,  0 );
            }
            
else   if  (Input.GetMouseButtonDown( 1 ))
            {
                terraManager.BuildBlock(px, py, pz, 
1 );
            }
            
else   if  (Input.GetMouseButtonDown( 2 ))
            {
                terraManager.SetTerrain(
10 10 10 5 );
            }
            
else
            {
                
//没有碰撞时

            }
        }
    }

}

  playerControl.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
using  UnityEngine;
using  System.Collections;

public   class  playerControl: MonoBehaviour
{
    
public   float  sensitivityY  2 .0f;

    
//上下最大视角(Y视角)
     public   float  minmumY -60f;
    
public   float  maxmunY 60f;

    
float  rotationY 0f;

    
public   const   int  HERO_UP  0 ;
    
public   const   int  HERO_RIGHT  1 ;
    
public   const   int  HERO_DOWN  2 ;
    
public   const   int  HERO_LEFT  3 ;
    
public  GameObject mc;
    
//人物当前行走的方向状态
     public   int  state  0 ;
    
//人物移动速度
     public   int  moveSpeed  2 ;

    
//初始化人物位置
     public   void  Awake()
    {
        state HERO_UP;
    }
    
// Use this for initialization
     void  Start()
    {
        mc GameObject.Find(
"mc" );
    }

    
// Update is called once per frame
     void  Update()
    {




        
float  x1  0 x2  0 ;
        x2 Input.mousePosition.x;
        
if  (x1 != x2)
        {
            
this .gameObject.transform.Rotate( new  Vector3( 0 Input.GetAxis( "Mouse X" Time.deltaTime  100 0 ));
        }
        x1 x2;
        
//Debug.Log(mc.transform.localEulerAngles);
         //根据鼠标移动的快慢(增量),获取相机上下移动的角度(处理Y)
        rotationY += Input.GetAxis( "Mouse Y" sensitivityY;
        
//角度限制,rotationY小于min返回min  大于max 返回max  否则返回value
        rotationY Clamp(rotationY, maxmunY, minmumY);

        
//设置摄像机角度
        mc.transform.localEulerAngles  new  Vector3(-rotationY,  0 0 );
        
//获取控制的方向, 上下左右,
         float  KeyVertical Input.GetAxis( "Vertical" );
        
float  KeyHorizontal Input.GetAxis( "Horizontal" );
        
//Debug.Log("keyVertical" KeyVertical);
         //Debug.Log("keyHorizontal" KeyHorizontal);
         if  (KeyVertical == - 1 )
        {
            setHeroState(HERO_DOWN);
        }
        
else   if  (KeyVertical ==  1 )
        {
            setHeroState(HERO_UP);
        }
        
if  (KeyHorizontal ==  1 )
        {
            setHeroState(HERO_RIGHT);
        }
        
else   if  (KeyHorizontal == - 1 )
        {
            setHeroState(HERO_LEFT);
        }

        
if  (KeyVertical ==  0  && KeyHorizontal ==  0 )
        {
        }
    }
    
public   float  Clamp( float  value,  float  max,  float  min)
    {
        
if  (value min)  return  min;
        
if  (value max)  return  max;
        
return  value;
    }
    
void  setHeroState( int  newState)
    {
        
//根据当前人物方向与上一次备份的方向计算出模型旋转的角度
         int  rotateValue (newState state)  90 ;
        Vector3 transformValue 
new  Vector3();

        
//播放行走动画

        
//模型移动的位置数值
         switch  (newState)
        {
        
case  HERO_UP:
            transformValue (Vector3.forward) Time.deltaTime; ;
            
break ;
        
case  HERO_DOWN:
            transformValue (-Vector3.forward) Time.deltaTime;
            
break ;
        
case  HERO_LEFT:
            transformValue Vector3.left Time.deltaTime;
            
break ;
        
case  HERO_RIGHT:
            transformValue (-Vector3.left) Time.deltaTime;
            
break ;
        }

        
//移动人物
         this .gameObject.transform.Translate(transformValue moveSpeed);
        state newState;
    }
}

  • 0
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 2
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值