c# – 如何制作一个动态创建和销毁圆圈中的2D游戏对象的滑块
我创建了一个编辑器工具,可以在一个圆圈中创建游戏对象,彼此相同(下面的代码).它有一个创建按钮,因此在创建被粉碎之前调整参数.我想在场景视图中看到动态变化.如何使用滑块调整以下参数:
>使用对象计数滑块创建或销毁游戏对象,同时调整以保持对象保持相同的角度 CircleSpawn public class CircleSpawn : MonoBehaviour { public float radius; public int numOfItems; public GameObject clonedObject; public List<GameObject> spawnedObjects; } CircleSpawnEditor [CustomEditor(typeof(CircleSpawn))] public class CircleSpawnEditor : Editor { public override void OnInspectorGUI() { var tar = (CircleSpawn)target; //set its values tar.radius = EditorGUILayout.FloatField("Radius:",tar.radius); tar.numOfItems = EditorGUILayout.IntField("Number of Items:",tar.numOfItems); tar.clonedObject = (GameObject)EditorGUILayout.ObjectField(tar.clonedObject,typeof(GameObject),true); //Inspector button for creating the objects in the Editor if (GUILayout.Button("Create")) { //clean up old objects if (tar.spawnedObjects != null) { foreach (var ob in tar.spawnedObjects) { DestroyImmediate(ob); } } tar.spawnedObjects = new List<GameObject>(); float angleBetween = 360.0f / tar.numOfItems; float angle = 0; for (int i = 0; i <= tar.numOfItems; i++) { //for each object,find a rotation and position var rot = Quaternion.Euler(0,angle); var localPos = rot * Vector3.right * tar.radius; tar.spawnedObjects.Add(Instantiate(tar.clonedObject,tar.transform.position + localPos,rot)); angle += angleBetween; } } } } 解决方法
使用 numOfItems != spawnedObjects.Count
使用 pos = rot * Vector3.right * tar.radius
使用 rot = Quaternion.Euler(0,tar.spin + angle)
public class CircleSpawn : MonoBehaviour { public float radius,radiusLast,spin,spinLast; public int numOfItems; public GameObject clonedObject; public List<GameObject> spawnedObjects; }
[CustomEditor(typeof(CircleSpawn))] public class CircleSpawnEditor : Editor { public override void OnInspectorGUI () { var tar = (CircleSpawn)target; EditorGUILayout.LabelField("Radius"); // Set as required tar.radius = EditorGUILayout.Slider(tar.radius,0f,100f); EditorGUILayout.LabelField("Angle"); // Set as required tar.spin = EditorGUILayout.Slider(tar.spin,360f); EditorGUILayout.LabelField("Number of Items"); // Set as required tar.numOfItems = EditorGUILayout.IntSlider(tar.numOfItems,36); EditorGUILayout.LabelField("Object"); tar.clonedObject = (GameObject)EditorGUILayout.ObjectField(tar.clonedObject,true); float angle,angleBetween = 360.0f / tar.numOfItems; if (tar.spawnedObjects == null) tar.spawnedObjects = new List<GameObject>(); // Solution #1 if (tar.spawnedObjects.Count != tar.numOfItems) { foreach (var ob in tar.spawnedObjects) DestroyImmediate(ob); tar.spawnedObjects.Clear(); angle = 0f; for (int i = 0; i < tar.numOfItems; i++) { var rot = Quaternion.Euler(0f,tar.spin + angle); var localPos = rot * Vector3.right * tar.radius; tar.spawnedObjects.Add(Instantiate(tar.clonedObject,rot)); angle += angleBetween; } } // Solutions #2 & 3 if (!Mathf.Approximately(tar.spin,tar.spinLast) || !Mathf.Approximately(tar.radius,tar.radiusLast)) { tar.spinLast = tar.spin; tar.radiusLast = tar.radius; angle = 0f; for (int i = 0; i < tar.numOfItems; i++) { var rot = Quaternion.Euler(0f,tar.spin + angle); var localPos = rot * Vector3.right * tar.radius; tar.spawnedObjects[i].transform.position = tar.transform.position + localPos; tar.spawnedObjects[i].transform.rotation = rot; angle += angleBetween; } } } } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |