【Unity】M_studio-随机RoughLike项目优化:动态代码生成对象

在跟着麦扣学习随机房间生成的过程中,其中墙壁的生成是通过switch来写的,但是这样写代码不方便维护和阅读
在这里插入图片描述

switch (room.doorOpenNumber)
            {
                case 1:
                    if (room.IsDoorTop)
                    {
                        Instantiate(wallType.Wall_U, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorDown)
                    {
                        Instantiate(wallType.Wall_D, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorLeft)
                    {
                        Instantiate(wallType.Wall_L, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_R, room.gameObject.transform.position, Quaternion.identity);
                    }
                    break;
                case 2:
                    if (room.IsDoorTop && room.IsDoorDown)
                    {
                        Instantiate(wallType.Wall_UD, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorTop && room.IsDoorLeft)
                    {
                        Instantiate(wallType.Wall_UL, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorTop && room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_UR, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorLeft && room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_LR, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorLeft && room.IsDoorDown)
                    {
                        Instantiate(wallType.Wall_DL, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorLeft && room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_LR, room.gameObject.transform.position, Quaternion.identity);
                    }
                     if (room.IsDoorDown && room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_DR, room.gameObject.transform.position, Quaternion.identity);
                    }
                    break;
                case 3:
                    if (room.IsDoorTop && room.IsDoorDown && room.IsDoorLeft)
                    {
                        Instantiate(wallType.Wall_UDL, room.gameObject.transform.position, Quaternion.identity);
                    }
                    if (room.IsDoorTop && room.IsDoorDown && room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_UDR, room.gameObject.transform.position, Quaternion.identity);
                    }
                      if (room.IsDoorTop&&room.IsDoorLeft&&room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_ULR,room.gameObject.transform.position,Quaternion.identity);
                    }
                      if (room.IsDoorDown&&room.IsDoorLeft&&room.IsDoorRight)
                    {
                        Instantiate(wallType.Wall_DLR,room.gameObject.transform.position,Quaternion.identity);
                    }
                    break;
                    case 4:
                      if (room.IsDoorDown&&room.IsDoorLeft&&room.IsDoorRight&&room.IsDoorTop)
                    {
                        Instantiate(wallType.Wall_UDLR,room.gameObject.transform.position,Quaternion.identity);
                    }
                    break;
            }

改用动态加载对象

  string  wallpath = "RoughLikeRoom/prefab/Wall/" ;
           Object Wall = Resources.Load(wallpath + GetWallType(room.IsDoorTop, room.IsDoorDown, room.IsDoorLeft, room.IsDoorRight));
           Instantiate(Wall, room.gameObject.transform.position, Quaternion.identity);
    /// <summary>
    /// 通过判断房间四个bool来判断墙体类型
    /// </summary>
    /// <param name="IsDoorTop">房间top是否有门</param>
    /// <param name="IsDoorDown">房间down是否有门</param>
    /// <param name="IsDoorLeft">房间left是否有门</param>
    /// <param name="IsDoorRight">房间right是否有门</param>
    /// <returns>WallPrefabName</returns>
    public string GetWallType(bool IsDoorTop, bool IsDoorDown, bool IsDoorLeft, bool IsDoorRight)
    {
        string WallPrefabName = "Wall_";
        if (IsDoorTop)
            WallPrefabName += "U";
        if (IsDoorDown)
            WallPrefabName += "D";
        if (IsDoorLeft)
            WallPrefabName += "L";
        if (IsDoorRight)
            WallPrefabName += "R";
        //        Debug.Log(WallPrefabName);
        return WallPrefabName;
    }

这样可以让代码通过返回的四个门的bool来判断生成哪一个prefab。
但是注意的是使用Resources.Load加载的对象必须在你想要加载的文件必须放在Resources目录下才行!并且开始Resources下级文件夹写

读取文件时的根目录是 Assets/Resources,所有资源文件都放在该文件夹下,命令中的路径从 Resources 文件夹里开始写。
用 / 表示子文件夹。

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这里提供一种简易的Unity-2D随机生成地图及障碍物的方法: 1. 创建一个空物体,命名为MapGenerator,将其挂载一个脚本MapGenerator.cs。 2. 在脚本中定义一些公共变量,如地图大小、障碍物数量、障碍物大小等。 3. 在Start()方法中,使用循环生成地图和障碍物。可以使用随机数来生成地图和障碍物的位置和大小。 4. 生成地图时,可以使用Tilemap组件来创建砖块地图。可以使用Tile Palette工具来创建不同的砖块,并在脚本中随机选择一些砖块来生成地图。 5. 生成障碍物时,可以使用SpriteRenderer组件来创建障碍物。可以使用多个Sprite来创建不同的障碍物,并在脚本中随机选择一些Sprite来生成障碍物。 6. 最后,将生成的地图和障碍物放置在MapGenerator物体下,并运行游戏即可。 下面是MapGenerator.cs的代码示例: ``` using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Tilemaps; public class MapGenerator : MonoBehaviour { public int mapWidth = 100; public int mapHeight = 100; public int obstacleCount = 20; public float obstacleSize = 1f; public Tilemap tilemap; public TileBase[] tiles; public Sprite[] obstacles; // Start is called before the first frame update void Start() { GenerateMap(); GenerateObstacles(); } void GenerateMap() { for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { tilemap.SetTile(new Vector3Int(x, y, 0), tiles[Random.Range(0, tiles.Length)]); } } } void GenerateObstacles() { for (int i = 0; i < obstacleCount; i++) { GameObject obstacle = new GameObject("Obstacle"); obstacle.transform.parent = transform; SpriteRenderer sr = obstacle.AddComponent<SpriteRenderer>(); sr.sprite = obstacles[Random.Range(0, obstacles.Length)]; float size = Random.Range(obstacleSize / 2f, obstacleSize); obstacle.transform.localScale = new Vector3(size, size, 1f); float x = Random.Range(0f, mapWidth); float y = Random.Range(0f, mapHeight); obstacle.transform.position = new Vector3(x, y, 0f); } } } ``` 在这个示例中,我们使用了Tilemap组件来生成地图,并使用了SpriteRenderer组件来生成障碍物。你可以根据自己的需求来修改代码。
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