正六边形,内角120度,中心点到每个顶点的距离都一样,是边长。显示创建变长为1的正六边形,创建出来后的地形近似为正方形
private void HexPlane()
{
float hexWidth = 2;
float hexHeight = Mathf.Sqrt(3);
float gap = 0.05f; // 设置间隙
Vector3 startPos = transform.position;
for (int x = 0; x < 10; x++)
{
for (int z = 0; z < 20 * hexHeight; z++)
{
float xPos = startPos.x + x * (hexWidth * 3 / 2f + gap);
if (z % 2 == 1)
xPos += hexWidth * 1.5f / 2f + gap * 0.5f;
float zPos = startPos.z + z * (hexHeight * 0.5f + gap * 0.5f);
GameObject newHexagonTile =
Instantiate(hexPrefab, new Vector3(xPos, startPos.y, zPos), Quaternion.identity);
newHexagonTile.transform.parent = this.transform; //将新生成的tile放入当前object下
newHexagonTile.GetComponentInChildren<SpriteRenderer>().color = Random.ColorHSV(); //随机颜色
}
}
}