程序世界生成器生成重叠的地砖 - Unity3D C#
Procedural world generator spawns overlapping ground tiles - Unity3D C#
我在编码方面有点菜鸟,如果我遗漏了一些明显的东西,我深表歉意。
我正在致力于以程序方式生成有限边界的垃圾场。我使用 2D unity 教程(在此处找到的 3 部分中的第 1 部分:https://www.youtube.com/watch?v=qAf9axsyijY&ab_channel=Blackthornprod )为我的代码制作骨架,但我遇到了地砖生成重叠的问题。我已经尝试了一些在线修复,但都无法完全完成工作。
Physics.Overlap 使代码工作得更好,但仍然有规律的重叠。我怀疑重叠的图块可能在完全相同的实例中生成,这使得 Overlap 命令 return 0 对撞机错误,但我不知道如何测试或避免它。
这是我的代码。几乎是直接照搬上面的视频。:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spawnTile : MonoBehaviour
{
public int openingDirection;
//1 = N
//2 = E
//3 = S
//4 = W
private GroundTemplates templates;
//Stores tiles to spawn
private int rand;
private bool spawned = false;
private bool IsInBounds = false;
public LayerMask checkBox;
//Layermask to check if there is already ground at spawn point
public Vector3 chunkScale;
//size of check area for dup spawns
void Start()
{
templates = GameObject.FindGameObjectWithTag("GroundTiles").GetComponent<GroundTemplates>();
StartCoroutine(Spawn());
}
public IEnumerator Spawn()
{
Collider[] hitColliders = Physics.OverlapBox(transform.position, chunkScale , Quaternion.identity, checkBox); // makes an array of objects inside chunk with layer mask checkBox. Used for checking if ground is present
yield return new WaitForSeconds(.2f);
Debug.Log("colliders: " + hitColliders.Length);
if (spawned == false )
{
if (openingDirection == 1 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.NorthRooms.Length);
Instantiate(templates.NorthRooms[rand], transform.position, templates.NorthRooms[rand].transform.rotation);
}
else if (openingDirection == 2 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.EastRooms.Length);
Instantiate(templates.EastRooms[rand], transform.position, templates.EastRooms[rand].transform.rotation);
}
else if (openingDirection == 3 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.SouthRooms.Length);
Instantiate(templates.SouthRooms[rand], transform.position, templates.SouthRooms[rand].transform.rotation);
}
else if (openingDirection == 4 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.WestRooms.Length);
Instantiate(templates.WestRooms[rand], transform.position, templates.WestRooms[rand].transform.rotation);
}
spawned = true;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Spawn") && (other.GetComponent<spawnTile>().spawned == true))
{
Destroy(gameObject);
Debug.Log("Destroyed");
}
else if (other.CompareTag("InBounds"))
{
IsInBounds = true;
}
}
}
一些输出图片:
a generated map
two overlapping tiles
spawn point prefab that code is attached to
ground tile prefab example
我假设多次调试尝试后的代码中存在一些冗余,如果我可以简化事情,请问一下。
快速浏览视频显示没有迹象表明原作者使用协程生成新图块。
对于您生成的每个图块,您检查是否有重叠,然后等待 0.2 秒。正是在那里等待可以很容易地让不同的图块也检查相同的 space 并发现没有图块重叠。所以两个或更多的瓦片将看不到重叠,并且都写入相同的位置。
我可以建议清理代码,删除强制延迟并尝试这样做:
void Start ( )
{
templates = GameObject.FindGameObjectWithTag ( "GroundTiles" ).GetComponent<GroundTemplates> ( );
var hitColliders = Physics.OverlapBox ( transform.position, chunkScale, Quaternion.identity, checkBox ); // makes an array of objects inside chunk with layer mask checkBox. Used for checking if ground is present
Debug.Log ( "colliders: " + hitColliders.Length );
if ( !spawned )
{
if ( IsInBounds && hitColliders.Length == 0 )
{
GameObject [ ] rooms = null;
switch ( openingDirection )
{
case 1: rooms = templates.NorthRooms; break;
case 2: rooms = templates.EastRooms; break;
case 3: rooms = templates.SouthRooms; break;
case 4: rooms = templates.WestRooms; break;
default: return;
}
var room = rooms [ UnityEngine.Random.Range ( 0, rooms.Length ) ];
Instantiate ( room, transform.position, room.transform.rotation );
}
spawned = true;
}
}
在 Milan 的帮助下,我在此线程中获得了代码。使用他的代码后。我使用序列化字段查看未满足哪些条件,发现 InBounds 检查未通过。所以我修改了检查,使其发生在 Start() 而不是 OnTriggerEnter();
我刚想到这个解决方案,如果您有有用的反馈,请告诉我。
这是新代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class betterTileSpawner : MonoBehaviour
{
public int openingDirection;
//1 = N
//2 = E
//3 = S
//4 = W
public LayerMask checkBox;
//Layermask to check if there is already ground at spawn point
public Vector3 chunkScale;
//size of check area for dup spawns
private Collider Boundarys;
//Used for
private GroundTemplates templates;
//Stores tiles to spawn
private int rand;
[SerializeField]
private bool spawned = false;
[SerializeField]
private bool IsInBounds = false;
[SerializeField]
private string Helper;
[SerializeField]
private int NumColliders;
IEnumerator Start()
{
templates = GameObject.FindGameObjectWithTag("GroundTiles").GetComponent<GroundTemplates>();
yield return new WaitForSeconds(.01f);
var hitColliders = Physics.OverlapBox(transform.position, chunkScale, Quaternion.identity, checkBox); // makes an array of objects inside chunk with layer mask checkBox. Used for checking if ground is present
Boundarys = GameObject.FindGameObjectWithTag("InBounds").GetComponent<Collider>();
Debug.Log("colliders: " + hitColliders.Length);
NumColliders = hitColliders.Length;
Helper = "didn't do any ifs";
if (Boundarys.bounds.Contains(transform.position))
{ IsInBounds = true; }
if (!spawned)
{
Helper = "Not Spawned " + NumColliders;
Debug.Log("Not Spawned");
if (IsInBounds && hitColliders.Length == 0)
{
GameObject[] rooms = null;
switch (openingDirection)
{
case 1: rooms = templates.NorthRooms; break;
case 2: rooms = templates.EastRooms; break;
case 3: rooms = templates.SouthRooms; break;
case 4: rooms = templates.WestRooms; break;
default: Debug.Log("Default case"); break;
}
var room = rooms[UnityEngine.Random.Range(0, rooms.Length)];
Instantiate(room, transform.position, room.transform.rotation);
Helper = "Should have spawned, wenth through code";
Debug.Log("Spawned");
spawned = true;
}
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Spawn") && (other.GetComponent<betterTileSpawner>().spawned == true))
{
Destroy(gameObject);
Debug.Log("Destroyed");
}
else if (other.CompareTag("Ground"))
{
Destroy(gameObject);
Debug.Log("Destroyed");
}
}
}
我在编码方面有点菜鸟,如果我遗漏了一些明显的东西,我深表歉意。
我正在致力于以程序方式生成有限边界的垃圾场。我使用 2D unity 教程(在此处找到的 3 部分中的第 1 部分:https://www.youtube.com/watch?v=qAf9axsyijY&ab_channel=Blackthornprod )为我的代码制作骨架,但我遇到了地砖生成重叠的问题。我已经尝试了一些在线修复,但都无法完全完成工作。
Physics.Overlap 使代码工作得更好,但仍然有规律的重叠。我怀疑重叠的图块可能在完全相同的实例中生成,这使得 Overlap 命令 return 0 对撞机错误,但我不知道如何测试或避免它。
这是我的代码。几乎是直接照搬上面的视频。:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spawnTile : MonoBehaviour
{
public int openingDirection;
//1 = N
//2 = E
//3 = S
//4 = W
private GroundTemplates templates;
//Stores tiles to spawn
private int rand;
private bool spawned = false;
private bool IsInBounds = false;
public LayerMask checkBox;
//Layermask to check if there is already ground at spawn point
public Vector3 chunkScale;
//size of check area for dup spawns
void Start()
{
templates = GameObject.FindGameObjectWithTag("GroundTiles").GetComponent<GroundTemplates>();
StartCoroutine(Spawn());
}
public IEnumerator Spawn()
{
Collider[] hitColliders = Physics.OverlapBox(transform.position, chunkScale , Quaternion.identity, checkBox); // makes an array of objects inside chunk with layer mask checkBox. Used for checking if ground is present
yield return new WaitForSeconds(.2f);
Debug.Log("colliders: " + hitColliders.Length);
if (spawned == false )
{
if (openingDirection == 1 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.NorthRooms.Length);
Instantiate(templates.NorthRooms[rand], transform.position, templates.NorthRooms[rand].transform.rotation);
}
else if (openingDirection == 2 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.EastRooms.Length);
Instantiate(templates.EastRooms[rand], transform.position, templates.EastRooms[rand].transform.rotation);
}
else if (openingDirection == 3 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.SouthRooms.Length);
Instantiate(templates.SouthRooms[rand], transform.position, templates.SouthRooms[rand].transform.rotation);
}
else if (openingDirection == 4 && IsInBounds == true && hitColliders.Length == 0)
{
rand = Random.Range(0, templates.WestRooms.Length);
Instantiate(templates.WestRooms[rand], transform.position, templates.WestRooms[rand].transform.rotation);
}
spawned = true;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Spawn") && (other.GetComponent<spawnTile>().spawned == true))
{
Destroy(gameObject);
Debug.Log("Destroyed");
}
else if (other.CompareTag("InBounds"))
{
IsInBounds = true;
}
}
}
一些输出图片:
a generated map
two overlapping tiles
spawn point prefab that code is attached to
ground tile prefab example
我假设多次调试尝试后的代码中存在一些冗余,如果我可以简化事情,请问一下。
快速浏览视频显示没有迹象表明原作者使用协程生成新图块。
对于您生成的每个图块,您检查是否有重叠,然后等待 0.2 秒。正是在那里等待可以很容易地让不同的图块也检查相同的 space 并发现没有图块重叠。所以两个或更多的瓦片将看不到重叠,并且都写入相同的位置。
我可以建议清理代码,删除强制延迟并尝试这样做:
void Start ( )
{
templates = GameObject.FindGameObjectWithTag ( "GroundTiles" ).GetComponent<GroundTemplates> ( );
var hitColliders = Physics.OverlapBox ( transform.position, chunkScale, Quaternion.identity, checkBox ); // makes an array of objects inside chunk with layer mask checkBox. Used for checking if ground is present
Debug.Log ( "colliders: " + hitColliders.Length );
if ( !spawned )
{
if ( IsInBounds && hitColliders.Length == 0 )
{
GameObject [ ] rooms = null;
switch ( openingDirection )
{
case 1: rooms = templates.NorthRooms; break;
case 2: rooms = templates.EastRooms; break;
case 3: rooms = templates.SouthRooms; break;
case 4: rooms = templates.WestRooms; break;
default: return;
}
var room = rooms [ UnityEngine.Random.Range ( 0, rooms.Length ) ];
Instantiate ( room, transform.position, room.transform.rotation );
}
spawned = true;
}
}
在 Milan 的帮助下,我在此线程中获得了代码。使用他的代码后。我使用序列化字段查看未满足哪些条件,发现 InBounds 检查未通过。所以我修改了检查,使其发生在 Start() 而不是 OnTriggerEnter();
我刚想到这个解决方案,如果您有有用的反馈,请告诉我。
这是新代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class betterTileSpawner : MonoBehaviour
{
public int openingDirection;
//1 = N
//2 = E
//3 = S
//4 = W
public LayerMask checkBox;
//Layermask to check if there is already ground at spawn point
public Vector3 chunkScale;
//size of check area for dup spawns
private Collider Boundarys;
//Used for
private GroundTemplates templates;
//Stores tiles to spawn
private int rand;
[SerializeField]
private bool spawned = false;
[SerializeField]
private bool IsInBounds = false;
[SerializeField]
private string Helper;
[SerializeField]
private int NumColliders;
IEnumerator Start()
{
templates = GameObject.FindGameObjectWithTag("GroundTiles").GetComponent<GroundTemplates>();
yield return new WaitForSeconds(.01f);
var hitColliders = Physics.OverlapBox(transform.position, chunkScale, Quaternion.identity, checkBox); // makes an array of objects inside chunk with layer mask checkBox. Used for checking if ground is present
Boundarys = GameObject.FindGameObjectWithTag("InBounds").GetComponent<Collider>();
Debug.Log("colliders: " + hitColliders.Length);
NumColliders = hitColliders.Length;
Helper = "didn't do any ifs";
if (Boundarys.bounds.Contains(transform.position))
{ IsInBounds = true; }
if (!spawned)
{
Helper = "Not Spawned " + NumColliders;
Debug.Log("Not Spawned");
if (IsInBounds && hitColliders.Length == 0)
{
GameObject[] rooms = null;
switch (openingDirection)
{
case 1: rooms = templates.NorthRooms; break;
case 2: rooms = templates.EastRooms; break;
case 3: rooms = templates.SouthRooms; break;
case 4: rooms = templates.WestRooms; break;
default: Debug.Log("Default case"); break;
}
var room = rooms[UnityEngine.Random.Range(0, rooms.Length)];
Instantiate(room, transform.position, room.transform.rotation);
Helper = "Should have spawned, wenth through code";
Debug.Log("Spawned");
spawned = true;
}
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Spawn") && (other.GetComponent<betterTileSpawner>().spawned == true))
{
Destroy(gameObject);
Debug.Log("Destroyed");
}
else if (other.CompareTag("Ground"))
{
Destroy(gameObject);
Debug.Log("Destroyed");
}
}
}