在生成路径轨迹时常常会需要生成固定轨迹的路径,记录一下,传入一个有序的vector3数据即可。
void CreatePolygon2(List<Vector3> polygon)
{
GameObject parent = new GameObject("parent");
List<Vector3> trail = new List<Vector3>();
foreach (var item in polygon)
{
trail.Add(item);
}
GameObject line = new GameObject("line");
LineRenderer render = line.AddComponent<LineRenderer>();
Material material = new Material(Shader.Find("Sprites/Default"));
render.material = material;
render.startWidth = 0.2f;
render.endWidth = 0.2f;
Color randomCor = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
render.startColor = randomCor;
render.endColor = randomCor;
render.positionCount = trail.Count + 1;
for (int i = 0; i < trail.Count; i++)
{
render.SetPosition(i, trail[i]);
}
Debug.Log(trail.Count);
render.SetPosition(trail.Count, trail[0]);
}
效果如下图所示,颜色随机