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~