using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class CloneObjects : MonoBehaviour {
public GameObject objectToClone;
public int objectsStartingHeight = 20;
[HideInInspector]
public GameObject[] objects;
// for tracking properties change
private Vector3 _extents;
private int _objectCount;
private float _objectSize;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int ObjectCount;
public float ObjectSize;
// Use this for initialization
void Start () {
Clone();
objects = GameObject.FindGameObjectsWithTag("objectToClone");
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
ObjectCount = Mathf.Max(0, ObjectCount);
ObjectSize = Mathf.Max(0.0f, ObjectSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
ObjectCount = 100;
ObjectSize = 20.0f;
}
// Update is called once per frame
void Update () {
}
private void Clone()
{
if (Extents == _extents && ObjectCount == _objectCount && Mathf.Approximately(ObjectSize, _objectSize))
return;
// cleanup
var ObjectToDestroy = GameObject.FindGameObjectsWithTag("ClonedObject");
foreach (var t in ObjectToDestroy)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < ObjectCount; i++)
{
var o = Instantiate(objectToClone);
o.tag = "ClonedObject";
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(ObjectSize, ObjectSize, ObjectSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.NameToLayer("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
//o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
// place !
o.transform.position = new Vector3(x, y+objectsStartingHeight, z);
}
_extents = Extents;
_objectCount = ObjectCount;
_objectSize = ObjectSize;
}
}如果我设置克隆10个对象,大小是20,那就没问题了。但是,如果我将大小更改为50,并且在地形边缘附近有一个新的对象生成,则该对象将一半位于地形上,另一半位于地形区域之外。
地形位置为X= -250 Y=0 Z= -250地形大小为宽度= 500长度= 500高度= 600
我怎么才能修复它?
在屏幕截图中,标记/单击的对象一半在地形中,一半在外面。

这是脚本附加到的对象和检查器上的设置的屏幕截图:

更新
我尝试的是更改这3行:
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y;
var z = Random.Range(-Extents.z, Extents.z);至
var x = Random.Range(-Extents.x + (float)(0.5 * o.transform.localScale.x), Extents.x - (float)(0.5 * o.transform.localScale.x));
var y = (float)0.5 * Extents.y;
var z = Random.Range(-Extents.z + (float)(0.5 * o.transform.localScale.z), Extents.z - (float)(0.5 * o.transform.localScale.z));但是我在一些地方得到了两个立方体,每个立方体都在另一个立方体里面。另外,立方体之间没有空间,我需要有空间,甚至可能需要添加一些变量来控制立方体之间的空间,位置是随机的,但要决定一些最小的空间限制。

发布于 2017-03-30 05:35:00
光线投射非常薄,从每个立方体的中间投射。如果你想让你的立方体适合地形,你需要将你的范围减少一半的立方体的宽度。如果它起作用了,请告诉我。
你不能除以2。也许我误解了你的代码。你得到随机位置的那部分。您需要将这个:var x = Random.Range(-Extents.x, Extents.x);更改为如下所示:var x = Random.Range(-Extents.x + (0.5*currentCubeWidth) , Extents.x - (0.5*currentCubeWidth);
上面的代码是伪代码,我不确定你在游戏中哪里定义了立方体的大小。它们看起来都是不同大小的。对于x、y和z也应该这样做。
https://stackoverflow.com/questions/43104379
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