:制作跟随玩家位置动态加载的无限海洋,实时生成新的海平面,又实时销毁。
unity的操作是先制作一个water,将其改成平面的形状(可以直接修改他的MeshFilter选择成Plane即可);
也可以先添加一个平面,将Water的材质赋给平面,也能制作出四边形的水。
game界面是一望无际的水:
话不多说,开始代码吧:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//这里的方法是先创建一个用来控制参数的类
class Tile
{
public GameObject theTile;
public float creationTime; //记录生成时间
public Tile(GameObject t, float ct)
{
theTile = t;
creationTime = ct;
}
}
public class GenerateInfinite : MonoBehaviour {
public GameObject plane; //获取平面
public GameObject player; //获取玩家
int planeSize = 10; //平面尺寸,默认为10x10
int halfTiles = 10;
int halfTilesX = 10;
int halfTilesZ = 10; //这里是生成的平面空间大小
Vector3 startPos; //开始位置的坐标向量
Hashtable tiles = new Hashtable();//定义一个哈希表
// Use this for initialization
void Start ()
{
this.gameObject.transform.position = Vector3.zero;
startPos = Vector3.zero;
float updateTime = Time.realtimeSinceStartup;//游戏开始的时间,单位:S
for (int x = -halfTilesX; x < halfTilesX; x++)//x方向新增平面生成的空间范围
{
for (int z = -halfTilesZ; z < halfTilesZ; z++)//x方向新增平面生成的空间范围
{
//计算插入的位置向量
Vector3 pos = new Vector3((x * planeSize + startPos.x), 0, (z * planeSize + startPos.z));
//插入平面
GameObject t = (GameObject)Instantiate(plane, pos, Quaternion.identity);//Quaternion.identity表示插入的时候不要有旋转
//为每一个新生成的平面命名“Tile+坐标”的形式
string tileName = "Tile_" + ((int)(pos.x)).ToString() + "_" + ((int)(pos.z)).ToString();
t.name = tileName;
Tile tile = new Tile(t, updateTime);
tiles.Add(tileName, tile);
}
}
}
// Update is called once per frame
void Update () {
//跟随玩家的X/Z坐标进行移动
int xMove = (int)(player.transform.position.x - startPos.x);
int zMove = (int)(player.transform.position.z - startPos.z);
if (Mathf.Abs(xMove)>=planeSize||Mathf.Abs(zMove)>=planeSize)
{
float updateTime = Time.realtimeSinceStartup;
//将X 、Z坐标取整
int playerX = (int)(Mathf.Floor(player.transform.position.x / planeSize) * planeSize);//mathf.floor为向下取整
int playerZ = (int)(Mathf.Floor(player.transform.position.z / planeSize) * planeSize);
for (int x = -halfTilesX; x < halfTilesX; x++)
{
for (int z = -halfTilesZ; z < halfTilesZ; z++)
{
Vector3 pos = new Vector3(x * planeSize + playerX, 0, (z * planeSize + playerZ));
string tileName = "Tile_" + ((int)(pos.x)).ToString() + "_" + ((int)(pos.z)).ToString();
//将tileName与哈希表的表名对比
if (!tiles.ContainsKey(tileName))
{
GameObject t = (GameObject)Instantiate(plane, pos, Quaternion.identity);
t.name = tileName;
Tile tile = new Tile(t, updateTime);
tiles.Add(tileName, tile);
}
else
{
(tiles[tileName] as Tile).creationTime = updateTime;
}
}
}
Hashtable newTerrain = new Hashtable();//新建哈希表
foreach (Tile tls in tiles.Values)
{
if (tls.creationTime != updateTime)
{
Destroy(tls.theTile);//随时销毁,避免资源的浪费
}
else
{
newTerrain.Add(tls.theTile.name, tls);
}
}
tiles = newTerrain;
startPos = player.transform.position;
}
}
}