通过柏林噪音生成带起伏的地图,生成小地图,实现同步玩家的移动和转向想,相机跟随
1.生成柏林噪音的图片
创建空物体并挂在脚本,在执行一次以后删除空物体或令其失活
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class CreatTexture : MonoBehaviour
{
// Start is called before the first frame update
int wh = 128;
void Start()
{
Texture2D texture=new Texture2D(wh, wh);
for(int x = 0; x < wh; x++)
{
for(int y = 0; y < wh; y++)
{
float p = Mathf.PerlinNoise(x * 0.1f, y * 0.1f);
Color color = new Color(p, p, p, 1);
texture.SetPixel(x, y, color);
}
}
texture.Apply();
File.WriteAllBytes(Application.dataPath+"/Demo06/map.png",texture.EncodeToPNG());
}
// Update is called once per frame
void Update()
{
}
}
2.生成Plane地形,将生成的图片拖进去,挂上CreatTerrain脚本,生成带有起伏的地形
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class CreatTerrain : MonoBehaviour
{
public int w;
public int h;
void Start()
{
Texture2D texture = GetComponent<Renderer>().material.mainTexture as Texture2D;
VertexHelper vh = new VertexHelper();
w = texture.width;
h = texture.height;
for (int x = 0; x <= w; x++)
{
for (int z = 0; z <= h; z++)
{
float y = texture.GetPixel(x, z).grayscale;
float uvx = (float)x / texture.width;
float uvy = (float)z / texture.height;
vh.AddVert(new Vector3(x-64, y, z-64), Color.white, new Vector3(uvx, uvy));
if (x < w && z < h)
{
vh.AddTriangle(x * (h + 1) + z, x * (h + 1) + z + 1, (x + 1) * (h + 1) + z + 1);
vh.AddTriangle(x * (h + 1) + z, (x + 1) * (h + 1) + z + 1, (x + 1) * (h + 1) + z);
}
}
}
Mesh mesh = new Mesh();
vh.FillMesh(mesh);
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshFilter>().sharedMesh = mesh;
}
}
3.创建图片mask,尺寸为300*300,创建子类图像image(表示地图)1000*1000和imgPlayer(代表玩家)50*50
mask要添加mask组件
生成代表玩家的游戏对象
4.mask挂上脚本Map
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Map : MonoBehaviour
{
public RectTransform image; //地图
public RectTransform imagePlayer; //玩家
public Transform player; //玩家
public float wh = 128;
// Update is called once per frame
void Update()
{
float uvx = (player.position.x + wh / 2) / wh;
float uvz = (player.position.z + wh / 2) / wh;
image.pivot=new Vector2(uvx, uvz);//位置同步
imagePlayer.localEulerAngles=Vector3.back*player.localEulerAngles.y;//朝向同步
}
}
简单相机跟随:
生成空物体,位置和角度与玩家一直,讲相机设置为其子类,空物体脚本在Update中与玩家同步位置与朝向
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Map : MonoBehaviour
{
public RectTransform image; //地图
public RectTransform imagePlayer; //玩家
public Transform player; //玩家
public float wh = 128;
// Update is called once per frame
void Update()
{
float uvx = (player.position.x + wh / 2) / wh;
float uvz = (player.position.z + wh / 2) / wh;
image.pivot=new Vector2(uvx, uvz);//位置同步
imagePlayer.localEulerAngles=Vector3.back*player.localEulerAngles.y;//朝向同步
}
}