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主页 / 问题 / 1029424
Accepted
cyberfrogg
cyberfrogg
Asked:2020-09-30 05:05:49 +0000 UTC2020-09-30 05:05:49 +0000 UTC 2020-09-30 05:05:49 +0000 UTC

世界生成脚本不连接对象

  • 772

我编写了一个用于生成体素世界的脚本,其中在生成区域后,该脚本将 1 个块连接到 1 个网格。但这不会发生。该脚本没有将生成的体素分配给 Chunk 父级。为什么以及如何解决它?脚本:

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

public class Chunk : MonoBehaviour
{
    public GameObject currentBlockType;

    public int Seed;
    public bool randomizeSeed;

    public float smooth = 0;
    public float multiplier = 0;
    public int cols = 50;
    public int rows = 50;
    public bool CombineChunk;

    private Vector3 myPos;
    private Transform thisObject;

    static private GameObject thisobjscr;

    private void Start()
    {
        thisobjscr = gameObject;
        thisObject = gameObject.transform;
        if(randomizeSeed == true)
        {
            Seed = Random.Range(1, 200);
        }
    }

    public void OnTriggerEnter(Collider other)
    {
        if(other.tag == "gen")
        {
            print("entered");
            generate();
        }
    }



    public void generate()
    {
        myPos = this.transform.position;

        for (int x = 0; x < cols; x++)
        {
            for (int z = 0; z < rows; z++)
            {
                float y = Mathf.PerlinNoise((myPos.x + x) / smooth + Seed, (myPos.z + z) / smooth + Seed) * multiplier;
                y = Mathf.Floor(y);

                GameObject newBlock = GameObject.Instantiate(currentBlockType);
                newBlock.transform.position = new Vector3(myPos.x + x, y, myPos.z + z );


                if (CombineChunk == true)
                {
                    newBlock.transform.SetParent(thisObject);
                    StartCoroutine(TimerForCombineWait());
                }
            }
        }
    }

    IEnumerator TimerForCombineWait()
    {
        CombineChunk = false;
        print("waiting for world stabilization: " + Time.time);
        yield return new WaitForSeconds(1);
        print("world stabilized in " + Time.time);
        Combine();
    }

    public void Combine()
    {
        MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
        CombineInstance[] combine = new CombineInstance[meshFilters.Length];

        int a = 0;
        while (a < meshFilters.Length)
        {
            combine[a].mesh = meshFilters[a].sharedMesh;
            combine[a].transform = meshFilters[a].transform.localToWorldMatrix;

            meshFilters[a].gameObject.SetActive(false);

            a++;
        }
        transform.GetComponent<MeshFilter>().mesh = new Mesh();
        transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
        transform.gameObject.SetActive(true);

        gameObject.transform.position = new Vector3(0, 0, 0);
    }
}

谢谢你。

c#
  • 1 1 个回答
  • 10 Views

1 个回答

  • Voted
  1. Best Answer
    cyberfrogg
    2020-09-30T05:52:03Z2020-09-30T05:52:03Z

    我找到了一个解决方案,我只是将 combine 和 SetParent 函数向下移动。并且还添加了生成的状态,这样脚本在生成无限多的地形时不会死机。一切开始看起来像这样:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class Chunk : MonoBehaviour
    {
        public GameObject currentBlockType;
    
        public int Seed;
        public bool randomizeSeed;
    
        public float smooth = 0;
        public float multiplier = 0;
        public int cols = 50;
        public int rows = 50;
        public bool CombineChunk;
    
        public bool Lock;
    
        private Vector3 myPos;
        private Transform thisObject;
    
        static private GameObject thisobjscr;
    
        private void Start()
        {
    
            if(randomizeSeed == true)
            {
                Seed = Random.Range(1, 200);
            }
        }
    
        public void OnTriggerEnter(Collider other)
        {
            if(other.tag == "gen")
            {
                print("entered");
                Generate();
            }
        }
    
    
    
        public void Generate()
        {
            if (Lock == false)
            {
                thisobjscr = gameObject;
                thisObject = gameObject.transform;
                myPos = this.transform.position;
    
                for (int x = 0; x < cols; x++)
                {
                    for (int z = 0; z < rows; z++)
                    {
                        float y = Mathf.PerlinNoise((myPos.x + x) / smooth + Seed, (myPos.z + z) / smooth + Seed) * multiplier;
                        y = Mathf.Floor(y);
    
                        GameObject newBlock = GameObject.Instantiate(currentBlockType);
                        newBlock.transform.position = new Vector3(myPos.x + x, y, myPos.z + z);
                        newBlock.transform.SetParent(gameObject.transform);
                        if (CombineChunk == true)
                        {
                            StartCoroutine(TimerForCombineWait());
    
                        }
                    }
                }
            }
        }
        IEnumerator TimerForCombineWait()
        {
            print(Time.time);
            yield return new WaitForSeconds(1);
            Combine();
            print(Time.time);
        }
        public void Combine()
        {
            MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
            CombineInstance[] combine = new CombineInstance[meshFilters.Length];
    
            int a = 0;
            while (a < meshFilters.Length)
            {
                combine[a].mesh = meshFilters[a].sharedMesh;
                combine[a].transform = meshFilters[a].transform.localToWorldMatrix;
    
                meshFilters[a].gameObject.SetActive(false);
    
                a++;
            }
            transform.GetComponent<MeshFilter>().mesh = new Mesh();
            transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
            transform.gameObject.SetActive(true);
    
            gameObject.transform.position = new Vector3(0, 0, 0);
            Lock = true;
        }
    }
    
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