每个程序生成级别的无限循环 (C# Unity3D)

Infinite loop for each procedurally generated level (C# Unity3D)

我正在尝试在我的 Unity 项目中随机位置生成固定数量的建筑物。但是,我得到了一个无限循环。

这是我的代码 (C#):

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class GenerateMap : MonoBehaviour {

public GameObject plane;

public LayerMask unwalkableMask;
Node[,] Map;
public Vector2 gridWorldSize;

GameObject thisBuilding;

public float nodeRadius;
float nodeDiameter;
int gridSizeX, gridSizeY;

int scale;
public int numBuildings = 5;
public int numPrefabs;
public List<Vector3> positions = new List<Vector3> ();
public List<GameObject> buildingPrefabs = new List<GameObject>();



void Awake(){
    plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
    scale = 15; // scaling the plane gives an 5*scale x 5*scale (x-axis x z-axis) plane, set to 50
    plane.transform.localScale = new Vector3 (scale, 1, scale); //scales only in x and z dimensions
}
// Use this for initialization
void Start () {
    //GameObject building1 = Resources.Load("Buildings/building1") as GameObject;
    //GameObject building2 = (GameObject)Resources.Load ("Buildings/building2");
    //GameObject building3 = (GameObject)Resources.Load ("Buildings/building3");

    nodeDiameter = nodeRadius*2;
    gridSizeX = Mathf.RoundToInt(gridWorldSize.x/nodeDiameter);
    gridSizeY = Mathf.RoundToInt(gridWorldSize.y/nodeDiameter);

    Generate();

}

//int i = 0;

void Generate(){

    for(int i =0; i<numBuildings; i++){
        //while(i < numBuildings){

            CreateGrid();
            List<Node> unwalkables = getUnwalkables();
            thisBuilding =(GameObject)InstantiatePrefab(); i++;
            CreateGrid();
            List<Node> unwalkables2 = getUnwalkables(thisBuilding);


                foreach(Node n in unwalkables){

                    //Debug.Log(n.worldPosition);
                    bool breaking = false;
                    foreach(Node m in unwalkables2){
                    if(n.worldPosition==m.worldPosition){
                    Destroy(thisBuilding);
                    i=i-1;
                    Debug.Log("i after fail " + i);
                    breaking = true;
                    break;

                    }
                    if(breaking)
                    break;
                }

            }
    }
}


Object InstantiatePrefab() {
    int number = Random.Range (0, numPrefabs);
    Vector3 position = new Vector3 (Random.Range (-scale*5, scale*5), 0, Random.Range (-scale*5, scale*5)); //random position in the x,z-plane
    positions.Add (position);
    position.y = buildingPrefabs [number].transform.position.y; //make sure they spawn on top of the plane instead of y=0 w.r.t. their pivot point

    Object building;
    if (number != 2) {
        building = Instantiate (buildingPrefabs [number], position, Quaternion.Euler (-90f, 0f, 0f));
    } else {
        building = Instantiate (buildingPrefabs [number], position, Quaternion.identity);
    }
    return building;
}

void CreateGrid(){

    Map = new Node[gridSizeX, gridSizeY];
    Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x/2 - Vector3.forward * gridWorldSize.y/2;

    for(int x=0; x<gridSizeX; x++){
        for(int y=0; y<gridSizeX; y++){
            Vector3 worldPoint = worldBottomLeft + Vector3.right * (x*nodeDiameter + nodeRadius) + Vector3.forward * (y*nodeDiameter+ nodeRadius);
            bool walkable = !(Physics.CheckSphere(worldPoint, nodeRadius, unwalkableMask));
            Map[x,y] = new Node(walkable, worldPoint, x, y);
        }
    }

}


void OnDrawGizmos()
{
    Gizmos.DrawWireCube(transform.position, new Vector3(gridWorldSize.x, 1, gridWorldSize.y));

    if (Map != null)
    {

        foreach (Node n in Map)
        {
            Gizmos.color = (n.walkable)?Color.white:Color.red;

            Gizmos.DrawCube(n.worldPosition, new Vector3(nodeDiameter-.1f, nodeDiameter*0.5f, nodeDiameter-.1f));
                //Vector3.one * (nodeDiameter-.1f));

        }
    }
}

List<Node> getUnwalkables(){
    List<Node> unwalk = new List<Node>();
    foreach(Node n in Map){
        if(!n.walkable)
        unwalk.Add(n);
    }
    return unwalk;
}

List<Node> getUnwalkables(GameObject obj){
    List<Node> unwalk = new List<Node>();


    int borderWidth = 8; //x-dir
    int borderHeight = 7; //z-dir

    float RightBorder = obj.transform.position.x+nodeRadius+borderWidth*nodeDiameter;
    float LeftBorder = obj.transform.position.x-nodeRadius-borderWidth*nodeDiameter;
    float TopBorder = obj.transform.position.z+nodeRadius+borderHeight*nodeDiameter;
    float DownBorder = obj.transform.position.z-nodeRadius-borderHeight*nodeDiameter;

    //Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x/2 - Vector3.forward * gridWorldSize.y/2;

    foreach(Node n in Map){

                if(n.worldPosition.x<RightBorder && n.worldPosition.x>LeftBorder 
                    && n.worldPosition.z>DownBorder && n.worldPosition.z<TopBorder)
                unwalk.Add(n);

    }

    return unwalk;
}

}

这个方法好像出错了:

void Generate(){

    for(int i =0; i<numBuildings; i++){
        //while(i < numBuildings){

            CreateGrid();
            List<Node> unwalkables = getUnwalkables();
            thisBuilding =(GameObject)InstantiatePrefab(); i++;
            CreateGrid();
            List<Node> unwalkables2 = getUnwalkables(thisBuilding);


                foreach(Node n in unwalkables){

                    //Debug.Log(n.worldPosition);
                    bool breaking = false;
                    foreach(Node m in unwalkables2){
                    if(n.worldPosition==m.worldPosition){
                    Destroy(thisBuilding);
                    i=i-1;
                    Debug.Log("i after fail " + i);
                    breaking = true;
                    break;

                    }
                    if(breaking)
                    break;
                }

            }
    }
}

如果我删除行:i=i-1;我没有得到无限循环,但我最终会拥有比预期更少的建筑物。此行导致 for 循环再重复一次,因此它将始终生成至少 'numBuildings' 数量的建筑物。

我在 'foreach' 循环中添加了中断语句,这样 "i" 就不会在多次满足条件时继续减少。但这似乎不起作用,一旦 numBuildings 大约为 5 或更多,它就会创建一个无限循环。发生这种情况时,我无法再退出,除非强制结束任务。

有谁知道我做错了什么,或者是否有更好的解决方案来始终生成多个建筑物?

如有必要,我随时准备回答有关 code/scene 的任何问题。

事情是这样的:Destroy 功能无法立即运行。据我了解你的代码(我没有深入了解所有细节),一般来说它会做这样的事情:

  1. 创建一些建筑
  2. 找到所有 'Unwalkable' 的建筑物并摧毁它们(通过测试建筑物周围的自由区域来完成)
  3. 重复直到您拥有所需的建筑数量

无限循环的发生是因为 Destroy 实际上并没有破坏任何东西——它只是在帧的末尾标记要破坏的对象。问题是整个循环是 运行ning 在单帧中,所以真正的破坏永远不会发生。这样 'Unwalkables' 的数量就会随着每次迭代而不断增长。

有很多 快速方法 可以解决这个问题,还有 好的方法 可以解决这个问题,选择权在你.

快速方法是:

good的方法是想一个算法的替代实现。不要放置建筑物然后摧毁位置不佳的建筑物,而是尝试为建筑物找到一个好的开始位置,然后才放置它。最好这样做,因为即使您克服了 Destroy 函数的问题,您的算法仍然存在逻辑问题:如果您根本没有足够的 space 来建造所有建筑物怎么办?您不知道何时停止当前的实施。你只会在无限循环中不断生成和破坏建筑物。