基础
【2023Unity游戏开发教程】零基础带你从小白到超神04——地形的绘制和基础使用介绍
每次运行,随机批量绘制地形树
public class TreeSpawner : MonoBehaviour
{
public int numberOfTrees = 100; // 需要生成的树木数量
public float spawnRadius = 50f; // 生成范围半径
private Terrain terrainInstance;
private TreePrototype[] treePrototypes; // 树木原型数组
void Start()
{
terrainInstance = GetComponent<Terrain>();
treePrototypes = terrainInstance.terrainData.treePrototypes; // 获取树木原型数组
ClearTrees(); // 清空树木数据
SpawnTrees();
}
void ClearTrees()
{
terrainInstance.terrainData.treeInstances = new TreeInstance[0];
}
void SpawnTrees()
{
for (int i = 0; i < numberOfTrees; i++)
{
// 在指定范围内随机生成树木位置
Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));
randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;
if (Vector3.Distance(randomPosition, transform.position) < spawnRadius)
{
TreeInstance newTree = new TreeInstance();
newTree.position = new Vector3(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.y / terrainInstance.terrainData.size.y, randomPosition.z / terrainInstance.terrainData.size.z);
newTree.widthScale = 1f;
newTree.heightScale = 1f;
// newTree.prototypeIndex = 0; // 使用第一个树木原型
newTree.prototypeIndex = Random.Range(0, treePrototypes.Length);
terrainInstance.AddTreeInstance(newTree);
}
}
terrainInstance.Flush(); // 刷新地形数据
}
}
指定某些地形纹理不生成树木
using UnityEngine;
public class TreeSpawner : MonoBehaviour
{
public int numberOfTrees = 100; // 需要生成的树木数量
public float spawnRadius = 50f; // 生成范围半径
private Terrain terrainInstance;
private TreePrototype[] treePrototypes; // 树木原型数组
void Start()
{
terrainInstance = GetComponent<Terrain>();
treePrototypes = terrainInstance.terrainData.treePrototypes; // 获取树木原型数组
ClearTrees(); // 清空树木数据
SpawnTrees();
}
void ClearTrees()
{
terrainInstance.terrainData.treeInstances = new TreeInstance[0];
}
void SpawnTrees()
{
// 获取地形纹理的混合权重数组
float[,,] alphamap = terrainInstance.terrainData.GetAlphamaps(0, 0, terrainInstance.terrainData.alphamapWidth, terrainInstance.terrainData.alphamapHeight);
for (int i = 0; i < numberOfTrees; i++)
{
// 在指定范围内随机生成树木位置
Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));
randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;
if (Vector3.Distance(randomPosition, transform.position) < spawnRadius)
{
// 获取树木位置所在的地形纹理索引
int textureIndexX = (int)(randomPosition.x / terrainInstance.terrainData.size.x * terrainInstance.terrainData.alphamapWidth);
int textureIndexY = (int)(randomPosition.z / terrainInstance.terrainData.size.z * terrainInstance.terrainData.alphamapHeight);
// 获取树木位置的地形纹理混合权重
float[] textureWeights = new float[terrainInstance.terrainData.alphamapLayers];
for (int layer = 0; layer < terrainInstance.terrainData.alphamapLayers; layer++)
{
//textureWeights保存的其实就是每个地形纹理的混合比例
textureWeights[layer] = alphamap[textureIndexY, textureIndexX, layer];
// Debug.Log(textureWeights[layer]);
}
// 判断是否满足条件不生成树木,
// 如果第一个草地层的混合为小于0.5则不生成树,你可以简单的理解为只在第一个草地层绘制树
if (textureWeights[0] < 0.5f)
{
continue; // 跳过不生成树木
}
TreeInstance newTree = new TreeInstance();
newTree.position = new Vector3(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.y / terrainInstance.terrainData.size.y, randomPosition.z / terrainInstance.terrainData.size.z);
newTree.widthScale = 1f;
newTree.heightScale = 1f;
// newTree.prototypeIndex = 0; // 使用第一个树木原型
newTree.prototypeIndex = Random.Range(0, treePrototypes.Length);
terrainInstance.AddTreeInstance(newTree);
}
}
terrainInstance.Flush(); // 刷新地形数据
}
}
可能你还想加入坡度限制
自己定义的坡度限制值。当地形坡度超过这个限制时,将跳过树木生成
using UnityEngine;
public class TreeSpawner : MonoBehaviour
{
public int numberOfTrees = 100; // 需要生成的树木数量
public float spawnRadius = 50f; // 生成范围半径
public float slopeLimit = 30f;//坡度限制
private Terrain terrainInstance;
private TreePrototype[] treePrototypes; // 树木原型数组
void Start()
{
terrainInstance = GetComponent<Terrain>();
treePrototypes = terrainInstance.terrainData.treePrototypes; // 获取树木原型数组
ClearTrees(); // 清空树木数据
SpawnTrees();
}
void ClearTrees()
{
terrainInstance.terrainData.treeInstances = new TreeInstance[0];
}
void SpawnTrees()
{
// 获取地形纹理的混合权重数组
float[,,] alphamap = terrainInstance.terrainData.GetAlphamaps(0, 0, terrainInstance.terrainData.alphamapWidth, terrainInstance.terrainData.alphamapHeight);
for (int i = 0; i < numberOfTrees; i++)
{
// 在指定范围内随机生成树木位置
Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));
randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;
// 检查地形坡度
float slopeAngle = terrainInstance.terrainData.GetSteepness(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.z / terrainInstance.terrainData.size.z);
if (slopeAngle > slopeLimit)
{
continue; // 跳过不生成树木
}
if (Vector3.Distance(randomPosition, transform.position) < spawnRadius)
{
// 获取树木位置所在的地形纹理索引
int textureIndexX = (int)(randomPosition.x / terrainInstance.terrainData.size.x * terrainInstance.terrainData.alphamapWidth);
int textureIndexY = (int)(randomPosition.z / terrainInstance.terrainData.size.z * terrainInstance.terrainData.alphamapHeight);
// 获取树木位置的地形纹理混合权重 terrainInstance.terrainData.alphamapLayers获取当前地形中使用的地形纹理数量
float[] textureWeights = new float[terrainInstance.terrainData.alphamapLayers];
for (int layer = 0; layer < terrainInstance.terrainData.alphamapLayers; layer++)
{
//textureWeights保存的其实就是每个地形纹理的混合比例
textureWeights[layer] = alphamap[textureIndexY, textureIndexX, layer];
// Debug.Log(textureWeights[layer]);
}
// 判断是否满足条件不生成树木,
// 如果第一个草地层的混合为小于0.5则不生成树,你可以简单的理解为只在第一个草地层绘制树
if (textureWeights[0] < 0.5f)
{
continue; // 跳过不生成树木
}
TreeInstance newTree = new TreeInstance();
newTree.position = new Vector3(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.y / terrainInstance.terrainData.size.y, randomPosition.z / terrainInstance.terrainData.size.z);
newTree.widthScale = 1f;
newTree.heightScale = 1f;
// newTree.prototypeIndex = 0; // 使用第一个树木原型
newTree.prototypeIndex = Random.Range(0, treePrototypes.Length);
terrainInstance.AddTreeInstance(newTree);
}
}
terrainInstance.Flush(); // 刷新地形数据
}
}
效果
将地形树替换成预制体树
为了性能考虑,实现只替换角色附近指定范围的树,这样后续还可以使用对象池优化代码
public class TreeReplace : MonoBehaviour
{
public Transform player;// 设置替换范围中心点
public float radius = 10;// 设置替换范围半径
Terrain terrainInstance;
private GameObject tree;
void Start()
{
terrainInstance = GetComponent<Terrain>();
TreeInstance[] trees = terrainInstance.terrainData.treeInstances; // 获取地形上的树木实例数组
for (int i = 0; i < trees.Length; i++)
{
Vector3 worldPosition = terrainInstance.transform.position + Vector3.Scale(trees[i].position, terrainInstance.terrainData.size);//转换为世界坐标
if (Vector3.Distance(player.position, worldPosition) <= radius)
{
TreePrototype treePrototype = terrainInstance.terrainData.treePrototypes[trees[i].prototypeIndex]; // 获取树木实例对应的原型
tree = treePrototype.prefab;//树木预制体
Instantiate(tree, worldPosition, Quaternion.identity);
trees[i] = new TreeInstance(); // 将该位置的树木实例置为空
}
}
terrainInstance.terrainData.treeInstances = trees;
terrainInstance.terrainData.RefreshPrototypes();
}
}
其实也可以直接在地形上绘制生成树预制体
public class TreeSpawner : MonoBehaviour
{
public GameObject[] treePrefabs; // 多种树木预制体
public int numberOfTrees = 100; // 需要生成的树木数量
public float spawnRadius = 50f; // 生成范围半径
private Terrain terrainInstance;
void Start()
{
terrainInstance = GetComponent<Terrain>();
SpawnTrees();
}
void SpawnTrees()
{
for (int i = 0; i < numberOfTrees; i++)
{
// 在指定范围内随机生成树木位置
Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));
randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;
if (Vector3.Distance(randomPosition, transform.position) < spawnRadius)
{
// 生成随机索引,用于选择一个随机的树木预制体
int randomIndex = Random.Range(0, treePrefabs.Length);
GameObject selectedTreePrefab = treePrefabs[randomIndex];
// 实例化所选的树木预制体,并进行位置和缩放调整
GameObject newTree = Instantiate(selectedTreePrefab, randomPosition, Quaternion.identity);
newTree.transform.localScale = Vector3.one; // 根据需要进行缩放调整
// 可以在此处对新生成的树木进行其他设置或操作
terrainInstance.Flush(); // 刷新地形数据
}
}
}
}
要在地形上程序化放置物品和动物
可以使用类似生成树木预制体的方法,不过要注意的是需要避免与具有碰撞体的物体冲突,通常我们还需要排除某些层的检测,比如地形层,石头层
using UnityEngine;
public class ObjectSpawner : MonoBehaviour
{
public GameObject[] objectsToSpawn; // 需要生成的物品和动物Prefab数组
public int numberOfObjects = 50; // 需要生成的数量
public float spawnRadius = 50f; // 生成范围半径
private Terrain terrainInstance;
private Collider terrainCollider;
void Start()
{
terrainInstance = GetComponent<Terrain>();
terrainCollider = terrainInstance.GetComponent<Collider>();
SpawnObjects();
}
void SpawnObjects()
{
for (int i = 0; i < numberOfObjects; i++)
{
Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));
randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;
if (Vector3.Distance(randomPosition, transform.position) < spawnRadius)
{
// 排除两个层
// int layerMask = ~(LayerMask.GetMask("Layer1") | LayerMask.GetMask("Layer2"));
// 射线检测,检查生成位置是否与其他物体的碰撞体相交
bool isColliding = Physics.CheckSphere(randomPosition, 1f, ~LayerMask.GetMask("Terrain"));
if (!isColliding)
{
// 实例化需要生成的物品和动物Prefab
GameObject objectToSpawn = objectsToSpawn[Random.Range(0, objectsToSpawn.Length)];
Instantiate(objectToSpawn, randomPosition, Quaternion.identity);
}
}
}
}
}
完结
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