Unity黑洞大作战核心逻辑

Unity黑洞大作战核心逻辑

Mesh绘制

这里就不说Mesh绘制的原理什么的了,找了几个自己当时看的博客,这里放上来可以了解下
https://blog.csdn.net/nanggong/article/details/54311090 简单了解
https://blog.csdn.net/qq_29579137/article/details/77369734 深入了解

绘制同心圆Mesh

[RequireComponent(typeof(MeshRenderer),typeof(MeshFilter))]
public class Ring : MonoBehaviour
{
	//外圈半径
	public float radius = 1.0f;
	//内圈半径
	public float innerRadius = 0.3f;
	//精细度
	public int segments = 50;

	public int preSegments = 50;

	private MeshFilter _meshFilter;


	private void Awake()
	{
		_meshFilter = GetComponent<MeshFilter>();
		preSegments = segments;
		DrawPolygon();
	}

	void DrawPolygon()
	{
		_meshFilter.mesh = CreateMesh();
	}

	Mesh CreateMesh()
	{
		float delta = 2 * Mathf.PI / segments;//每一份所占的弧度
		float cur = 0;
		Vector3[] vertices = new Vector3[segments * 2];//所有的点,内外
		for (int i = 0; i < segments; i++)
		{
			float x = Mathf.Cos(cur);
			float z = Mathf.Sin(cur);
			vertices[i] = new Vector3(x * innerRadius, 0, z * innerRadius);
			vertices[i + segments] = new Vector3(x * radius, 0, z * radius);
			cur -= delta;
		}

		int[] triangles = new int[segments * 2 * 3];
		int curI = 0;
		for (int i = 0; i < segments; i++,curI+=6)
		{
			triangles[curI] = i;
			triangles[curI + 1] = i + segments;
			triangles[curI + 2] = (i+1) % segments+ segments;//保证最后一个不会溢出
			triangles[curI + 3] = i;
			triangles[curI + 4] = (i + 1) % segments + segments;
			triangles[curI + 5] = (i + 1) % segments ;
		}
		Vector2[] uvs = new Vector2[vertices.Length];
		for (int i = 0; i < vertices.Length; i++)
		{
			uvs[i] = new Vector2(vertices[i].x / radius / 2 + 0.5f, vertices[i].z / radius / 2 + 0.5f);
		}
		Mesh mesh = new Mesh();
		mesh.vertices = vertices;
		mesh.triangles = triangles;
		mesh.uv = uvs;
		return mesh;
	}
}

中心圆移动

public class Hole : MonoBehaviour
{
	public Ring ring;
	public float scale = 1f;
	private float detectRadius = 0.5f;
	private MeshFilter filter;
	private MeshCollider meshCollider;
	Mesh mesh;
	List<int> vertIndexes;
	List<Vector3> offsets;
	Vector3[] vertices;

	private Transform _tranform;

	private void Awake()
	{
		if (ring)
		{
			meshCollider = ring.gameObject.GetComponent<MeshCollider>();
			filter = ring.gameObject.GetComponent<MeshFilter>();
			detectRadius = ring.innerRadius;
			transform.position = ring.transform.position;
		}
	}

	private void Start()
	{
		_tranform = transform;
		vertIndexes = new List<int>();
		offsets = new List<Vector3>();
		mesh = filter.mesh;
		vertices = new Vector3[mesh.vertices.Length];
		Vector3 centerPos = _tranform.position;
		for (int i = 0; i < mesh.vertices.Length; i++)
		{
			float dis = Vector3.Distance(centerPos, mesh.vertices[i]);
			if (dis <= detectRadius + 0.5f)
			{
				vertIndexes.Add(i);
				offsets.Add(mesh.vertices[i] - centerPos);//得到这些顶点相对中心的便宜0
			}
		}
	}

	private void LateUpdate()
	{
		vertices = mesh.vertices;
		for (int i = 0; i < vertIndexes.Count; i++)
		{
			vertices[vertIndexes[i]] = _tranform.position + offsets[i] * scale;
		}
		mesh.vertices = vertices;
		filter.mesh = mesh;
		meshCollider.sharedMesh = mesh;
	}
	private void OnDrawGizmos()
	{
		Gizmos.color = Color.blue;
		Gizmos.DrawWireSphere(transform.position, detectRadius);
	}
}

就是这么简单,,本来刚开始自己想的时候想到了用Mesh做,但是不知道怎么移动中心圆的位置,看了B站UP主的视频了之后才发现这么简单,,里面有点数学知识(关于圆的),自己画个图还是很好理解的,最主要的就是注意偏移重新绘制Mesh,加油~

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