如何在统一中添加到场景自己的游戏对象

How to add to scene own gameobject on unity

我创建自己的立方体。我使用下面的代码来做到这一点

void Start () {

    MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
    Mesh mesh = new Mesh ();
    meshFilter.mesh = mesh;

    mesh.vertices = new Vector3[]{
        // face 1 (xy plane, z=0)
        new Vector3(0,0,0), 
        new Vector3(1,0,0), 
        new Vector3(1,1,0), 
        new Vector3(0,1,0), 
        // face 2 (zy plane, x=1)
        new Vector3(1,0,0), 
        new Vector3(1,0,1), 
        new Vector3(1,1,1), 
        new Vector3(1,1,0), 
        // face 3 (xy plane, z=1)
        new Vector3(1,0,1), 
        new Vector3(0,0,1), 
        new Vector3(0,1,1), 
        new Vector3(1,1,1), 
        // face 4 (zy plane, x=0)
        new Vector3(0,0,1), 
        new Vector3(0,0,0), 
        new Vector3(0,1,0), 
        new Vector3(0,1,1), 
        // face 5  (zx plane, y=1)
        new Vector3(0,1,0), 
        new Vector3(1,1,0), 
        new Vector3(1,1,1), 
        new Vector3(0,1,1), 
        // face 6 (zx plane, y=0)
        new Vector3(0,0,0), 
        new Vector3(0,0,1), 
        new Vector3(1,0,1), 
        new Vector3(1,0,0), 
    };

    int faces = 6; // here a face = 2 triangles

    List<int> triangles = new List<int>();
    List<Vector2> uvs = new List<Vector2>();

    for (int i = 0; i < faces; i++) {
        int triangleOffset = i*4;
        triangles.Add(0+triangleOffset);
        triangles.Add(2+triangleOffset);
        triangles.Add(1+triangleOffset);

        triangles.Add(0+triangleOffset);
        triangles.Add(3+triangleOffset);
        triangles.Add(2+triangleOffset);

        // same uvs for all faces
        uvs.Add(new Vector2(0,0));
        uvs.Add(new Vector2(1,0));
        uvs.Add(new Vector2(1,1));
        uvs.Add(new Vector2(0,1));
    }

    mesh.triangles = triangles.ToArray();
    mesh.uv = uvs.ToArray();

    GetComponent<Renderer>().material = new Material(Shader.Find("Diffuse"));

    mesh.RecalculateNormals(); 
    mesh.RecalculateBounds (); 
    mesh.Optimize();

我想在运行时多次添加这个对象。我通过在编辑器上单击右键来创建一个预制件。我将游戏对象拖到它上面。我创建了一个成员变量public Gameobject prefab。我将预制件拖到检查器上的成员变量。

我想在场景中添加 2 个立方体。我使用下面的代码,但它对我不起作用。它添加了许多对象。

我使用下面的代码克隆并添加对象

prefab = gameObject;
//  for (int i = 0; i < 3; i++) {
    gO = Instantiate (prefab, new Vector3 (0 * 1.8F - 8.2f, 0, 0), Quaternion.identity) as GameObject;
//  }

如何从我自己的游戏对象创建预制件?如何在运行时正确地将它添加到场景中? 编辑

如果我从编辑器中创建统一形状,并将其拖到预制件中,我可以在 C# 代码上添加许多对象。但是我不能为我自己的多维数据集做同样的工作。

所以最后你有 2 个脚本:

public class CubeFactory : MonoBehaviour
{
     public GameObject PrefabToCreate;
     // Use this for initialization
     void Start () {
     var cube = Instantiate(PrefabToCreate, new Vector3(0 * 1.8F - 8.2f, 0, 0), Quaternion.identity) as GameObject;
    }

    // Update is called once per frame
    void Update () {

    }
}

public class Cube : MonoBehaviour
{
    private void Start()
    {

        MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
        Mesh mesh = new Mesh();
        meshFilter.mesh = mesh;

        mesh.vertices = new Vector3[]
        {
            // face 1 (xy plane, z=0)
            new Vector3(0, 0, 0),
            new Vector3(1, 0, 0),
            new Vector3(1, 1, 0),
            new Vector3(0, 1, 0),
            // face 2 (zy plane, x=1)
            new Vector3(1, 0, 0),
            new Vector3(1, 0, 1),
            new Vector3(1, 1, 1),
            new Vector3(1, 1, 0),
            // face 3 (xy plane, z=1)
            new Vector3(1, 0, 1),
            new Vector3(0, 0, 1),
            new Vector3(0, 1, 1),
            new Vector3(1, 1, 1),
            // face 4 (zy plane, x=0)
            new Vector3(0, 0, 1),
            new Vector3(0, 0, 0),
            new Vector3(0, 1, 0),
            new Vector3(0, 1, 1),
            // face 5  (zx plane, y=1)
            new Vector3(0, 1, 0),
            new Vector3(1, 1, 0),
            new Vector3(1, 1, 1),
            new Vector3(0, 1, 1),
            // face 6 (zx plane, y=0)
            new Vector3(0, 0, 0),
            new Vector3(0, 0, 1),
            new Vector3(1, 0, 1),
            new Vector3(1, 0, 0),
        };

        int faces = 6; // here a face = 2 triangles

        List<int> triangles = new List<int>();
        List<Vector2> uvs = new List<Vector2>();

        for (int i = 0; i < faces; i++)
        {
            int triangleOffset = i*4;
            triangles.Add(0 + triangleOffset);
            triangles.Add(2 + triangleOffset);
            triangles.Add(1 + triangleOffset);

            triangles.Add(0 + triangleOffset);
            triangles.Add(3 + triangleOffset);
            triangles.Add(2 + triangleOffset);

            // same uvs for all faces
            uvs.Add(new Vector2(0, 0));
            uvs.Add(new Vector2(1, 0));
            uvs.Add(new Vector2(1, 1));
            uvs.Add(new Vector2(0, 1));
        }

        mesh.triangles = triangles.ToArray();
        mesh.uv = uvs.ToArray();

        GetComponent<Renderer>().material = new Material(Shader.Find("Diffuse"));

        mesh.RecalculateNormals();
        mesh.RecalculateBounds();
        mesh.Optimize();
    }
}

在你的场景中,你有你的相机和一个带有 CubeFactory 的游戏对象。

之前你得做一个Prefab。其中包含一个带有 "Cube.cs" 脚本的游戏对象。

将预制件作为 "PrefabToCreate" 添加到检查器中的 Cubefactory。