【Unity】通过柏林噪声生成无限随机地图并生成资源(区块化)

 代码

先上代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;

public class InfiniteMapGenerator : MonoBehaviour
{
    // Start is called before the first frame update
    public int chunkSize = 16;
    public float scale = 0.1f;
    public Tilemap tilemap;
    public Tile[] tiles;
    public GameObject treePrefab;
    public Transform playerTransform; 

    private Dictionary<Vector2Int, bool> activeChunks = new Dictionary<Vector2Int, bool>();
    private Dictionary<Vector2Int, List<Vector3>> chunkTreePositions = new Dictionary<Vector2Int, List<Vector3>>();
    private Dictionary<Vector2Int, List<GameObject>> chunkTrees = new Dictionary<Vector2Int, List<GameObject>>();
    private Vector2Int currentChunk = new Vector2Int(0, 0);
    private int seed;

    void Start()
    {
        seed = Random.Range(0, 100001);
        Random.InitState(seed);

        // 找到一个合适的起始位置
        Vector3 startPosition = FindSuitableStartPosition();
        playerTransform.position = startPosition;

        // 初始化当前块
        currentChunk = new Vector2Int(Mathf.FloorToInt(startPosition.x / chunkSize), Mathf.FloorToInt(startPosition.y / chunkSize));
        UpdateChunks();
    }

    void Update()
    {
        Vector3 playerPosition = playerTransform.position;
        Vector2Int playerChunk = new Vector2Int(Mathf.FloorToInt(playerPosition.x / chunkSize), Mathf.FloorToInt(playerPosition.y / chunkSize));

        if (playerChunk != currentChunk)
        {
            currentChunk = playerChunk;
            UpdateChunks();
        }
    }

    void UpdateChunks()
    {
        List<Vector2Int> chunksToRemove = new List<Vector2Int>();
        foreach (var chunk in activeChunks)
        {
            if (Mathf.Abs(chunk.Key.x - currentChunk.x) > 1 || Mathf.Abs(chunk.Key.y - currentChunk.y) > 1)
            {
                chunksToRemove.Add(chunk.Key);
            }
        }

        foreach (var chunk in chunksToRemove)
        {
            ClearChunk(chunk);
            activeChunks.Remove(chunk);
        }

        for (int x = -1; x <= 1; x++)
        {
            for (int y = -1; y <= 1; y++)
            {
                Vector2Int chunkPos = new Vector2Int(currentChunk.x + x, currentChunk.y + y);
                if (!activeChunks.ContainsKey(chunkPos))
                {
                    GenerateChunk(chunkPos);
                    activeChunks.Add(chunkPos, true);
                }
                else
                {
                    EnableChunkTrees(chunkPos);
                }
            }
        }
    }

    void GenerateChunk(Vector2Int chunkPos)
    {
        List<Vector3> treePositions = new List<Vector3>();
        for (int x = 0; x < chunkSize; x++)
        {
            for (int y = 0; y < chunkSize; y++)
            {
                int worldX = chunkPos.x * chunkSize + x;
                int worldY = chunkPos.y * chunkSize + y;
                float perlinValue = Mathf.PerlinNoise(seed + worldX * scale, seed + worldY * scale);
                Tile tile = GetTileFromPerlinValue(perlinValue);
                tilemap.SetTile(new Vector3Int(worldX, worldY, 0), tile);

                if (perlinValue > 0.4f)
                {
                    if (Random.value < 0.1f)
                    {
                        treePositions.Add(new Vector3(worldX, worldY, 0));
                    }
                }
            }
        }
        chunkTreePositions.Add(chunkPos, treePositions);
        chunkTrees.Add(chunkPos, new List<GameObject>());
    }

    void ClearChunk(Vector2Int chunkPos)
    {
        if (chunkTrees.ContainsKey(chunkPos))
        {
            foreach (var tree in chunkTrees[chunkPos])
            {
                Destroy(tree);
            }
            chunkTrees.Remove(chunkPos);
        }

        if (chunkTreePositions.ContainsKey(chunkPos))
        {
            chunkTreePositions.Remove(chunkPos);
        }

        for (int x = 0; x < chunkSize; x++)
        {
            for (int y = 0; y < chunkSize; y++)
            {
                int worldX = chunkPos.x * chunkSize + x;
                int worldY = chunkPos.y * chunkSize + y;
                tilemap.SetTile(new Vector3Int(worldX, worldY, 0), null);
            }
        }
    }

    void EnableChunkTrees(Vector2Int chunkPos)
    {
        if (chunkTreePositions.ContainsKey(chunkPos))
        {
            foreach (var position in chunkTreePositions[chunkPos])
            {
                GameObject tree = Instantiate(treePrefab, position, Quaternion.identity);
                chunkTrees[chunkPos].Add(tree);
            }
            chunkTreePositions.Remove(chunkPos);
        }
    }

    Tile GetTileFromPerlinValue(float perlinValue)
    {
        if (perlinValue < 0.4f)
        {
            return tiles[0];
        }
        else
        {
            return tiles[1];
        }
    }

    Vector3 FindSuitableStartPosition()
    {
        Vector3 startPosition;
        do
        {
            int x = Random.Range(-chunkSize * 5, chunkSize * 5);
            int y = Random.Range(-chunkSize * 5, chunkSize * 5);
            float perlinValue = Mathf.PerlinNoise(seed + x * scale, seed + y * scale);
            if (perlinValue > 0.4f)
            {
                startPosition = new Vector3(x, y, 0);
                break;
            }
        } while (true);

        return startPosition;
    }
}

分析

通过瓦片地图柏林噪声来实现此功能,将有此代码的脚本绑定在摄像机中,并设置为Player的子项。

我添加了一个 chunkTrees 字典来跟踪每个区块中的Tree。在生成区块时,将Tree的实例存在 chunkTrees 字典中,并在需要时启用或禁用它们。这样可以确保Tree只在玩家进入区块时才被启用,离开时被禁用,从而提高性能。(生成Tree的概率为0.1,可以自己调整,区块大小也可以调整)

同时,为了防止玩家出生在水中(蓝色),我用perlinValue来判断当前位置的瓦片是否为草地,如果否,则再次寻找。

最终效果:

注意事项

一定要绑定瓦片和瓦片地图,否则会报错!!!

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