我的自定义地形生成插件实例化了很多预制件
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【中文标题】我的自定义地形生成插件实例化了很多预制件【英文标题】:My custom terrain generation plugin instantiates to much prefabs 【发布时间】:2014-07-21 19:02:07 【问题描述】:问题如下:通常脚本应该在播放器周围的立方体中生成 16 个预制件,当我启动它时它工作正常,因为它调用了 generate on start 函数,但是当我用第一个人踩到另一个块时控制器它每秒生成这 16 个块,它会产生很多滞后并且确实存在故障,并且不应该生成那么多预制件,非常感谢任何帮助。非常感谢。
我不认为问这么大的问题是允许的,但是在连续几天尝试解决这个问题之后,它似乎仍然没有工作。所以这就是我得到的:
第一人称控制器 2 个脚本 一个名为infiniteTerrain
的脚本附加到第一人称控制器脚本的简短描述:此脚本生成围绕玩家的预制件,形状为
立方体。它还将这些块保存到.txt
文件中,以便它们可以
在需要时加载以最大程度地减少延迟。
一个名为 chunkRename
的脚本附加到生成的每个块脚本的简短描述:重命名这些块,以便可以在另一个脚本中轻松访问它们。
以下是脚本:
infiniteTerrain.js
#pragma strict
var terrains : GameObject[];
var newworld = true;
var trees : GameObject[];
var vegetation : GameObject[];
var rivers : GameObject[];
var mountains : GameObject[];
var playerTerrainUnavailable = false;
var x = 50;
var z = 50;
var y = 100;
var cameraDirection : float;
var chunkWidth = 50;
var chunk1 = " ";
var chunk2 = " ";
var chunk3 = " ";
var chunk4 = " ";
var chunk5 = " ";
var chunk6 = " ";
var chunk7 = " ";
var chunk8 = " ";
var chunk9 = " ";
var chunk10= " ";
var chunk11= " ";
var chunk12= " ";
var chunk13= " ";
var chunk14= " ";
var chunk15= " ";
var chunk16= " ";
var chunk17= " ";
var chunk18= " ";
var chunk19= " ";
var chunk20= " ";
var chunk21= " ";
var chunk22= " ";
var chunk23= " ";
var chunk24= " ";
var chunk25= " ";
var load1 = true;
var load2 = true;
var load3 = true;
var load4 = true;
var load5 = true;
var load6 = true;
var load7 = true;
var load8 = true;
var load9 = true;
var load10 = true;
var load11 = true;
var load12 = true;
var load13 = true;
var load14 = true;
var load15 = true;
var load16 = true;
var load17 = true;
var load18 = true;
var load19 = true;
var load20 = true;
var load21 = true;
var load22 = true;
var load23 = true;
var load24 = true;
var load25 = true;
var canGenerate = true;
function Start()
if(newworld)
generateOnStart();
saveLoadedChunk();
newworld = false;
else
loadSavedWorld();
function Update()
function callGenerate()
if(canGenerate)
var canGenerate = false;
var gameObjects : GameObject[] = FindObjectsOfType(GameObject) as GameObject[];
for (var i = 0; i < gameObjects.length ; i++)
if(gameObjects[i].name.Substring(0,6) == "ACTIVE")
if(gameObjects[i].tag != "Player")
var xco = gameObjects[i].transform.position.x;
var yco = gameObjects[i].transform.position.y;
var zco = gameObjects[i].transform.position.z;
generateFromMiddleOfChunk(xco, yco, zco);
function saveLoadedChunk()
var loadedChunks : GameObject[] = FindObjectsOfType(GameObject) as GameObject[];
var fileName = "C:/Reactor Games/chunks.txt";
var lines = System.IO.File.ReadAllLines(fileName);
var write = true;
var sw : System.IO.StreamWriter = new System.IO.StreamWriter(fileName, true);
for (var i = 0; i < loadedChunks.length ; i++)
if(loadedChunks[i].name.Substring(0,5) == "Chunk" || loadedChunks[i].name.Substring(0,5) == "_TERR" || loadedChunks[i].name.Substring(0,5) == "ACTIV")
if(loadedChunks[i].tag != "Player")
var xco = loadedChunks[i].transform.position.x;
var yco = loadedChunks[i].transform.position.y;
var zco = loadedChunks[i].transform.position.z;
var stringToWrite = "Chunk (" + xco + ", " + yco + ", " + zco + ")";
write = true;
for (var chunkName in lines)
if(chunkName.Equals(stringToWrite))
write = false;
break;
if(write)sw.WriteLine(stringToWrite);
sw.Flush();
sw.Close();
function generateFromMiddleOfChunk(xco : int, yco : int, zco : int)
//V1
chunk1 = "Chunk (" + xco.ToString() + ", " + yco.ToString() + ", " + zco.ToString() + ")";
chunk2 = "Chunk (" + (xco + chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco+chunkWidth).ToString() + ")";
chunk3 = "Chunk (" + (xco + chunkWidth).ToString() + ", " + yco.ToString() + ", " + zco.ToString() + ")";
chunk4 = "Chunk (" + (xco + chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco * -1).ToString() + ")";
chunk5 = "Chunk (" + (xco + chunkWidth * -1).ToString() + ", " + yco.ToString() + ", " + (zco+chunkWidth).ToString() + ")";
chunk6 = "Chunk (" + (xco + chunkWidth * -1).ToString() + ", " + yco.ToString() + ", " + zco.ToString() + ")";
chunk7 = "Chunk (" + (xco + chunkWidth * -1).ToString() + ", " + yco.ToString() + ", " + (zco * -1).ToString() + ")";
chunk8 = "Chunk (" + xco.ToString() + ", " + yco.ToString() + ", " + (zco + chunkWidth).ToString() + ")";
chunk9 = "Chunk (" + xco.ToString() + ", " + yco.ToString() + ", " + (zco * -1).ToString() + ")";
chunk10= "Chunk (" + (xco + chunkWidth * -2).ToString() + ", " + yco.ToString() + ", " + (zco + 2 * chunkWidth).ToString() + ")";
chunk11= "Chunk (" + (xco + chunkWidth * -2).ToString() + ", " + yco.ToString() + ", " + (zco + chunkWidth).ToString() + ")";
chunk12= "Chunk (" + (xco + chunkWidth * -2).ToString() + ", " + yco.ToString() + ", " + zco.ToString() + ")";
chunk13= "Chunk (" + (xco + chunkWidth * -2).ToString() + ", " + yco.ToString() + ", " + (zco * -1).ToString() + ")";
chunk14= "Chunk (" + (xco + chunkWidth * -2).ToString() + ", " + yco.ToString() + ", " + (zco + -2 * chunkWidth).ToString() + ")";
chunk15= "Chunk (" + (xco + chunkWidth * -1).ToString() + ", " + yco.ToString() + ", " + (zco + 2 * chunkWidth).ToString() + ")";
chunk16= "Chunk (" + (xco + chunkWidth * -1).ToString() + ", " + yco.ToString() + ", " + (zco + -2 * chunkWidth).ToString() + ")";
chunk17= "Chunk (" + xco.ToString() + ", " + yco.ToString() + ", " + (zco + 2 * chunkWidth).ToString() + ")";
chunk18= "Chunk (" + xco.ToString() + ", " + yco.ToString() + ", " + (zco + -2 * chunkWidth).ToString() + ")";
chunk19= "Chunk (" + (xco + chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco + 2 * chunkWidth).ToString() + ")";
chunk20= "Chunk (" + (xco + chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco + -2 * chunkWidth).ToString() + ")";
chunk21= "Chunk (" + (xco + 2 * chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco + 2 * chunkWidth).ToString() + ")";
chunk22= "Chunk (" + (xco + 2 * chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco + chunkWidth).ToString() + ")";
chunk23= "Chunk (" + (xco + 2 * chunkWidth).ToString() + ", " + yco.ToString() + ", " + zco.ToString() + ")";
chunk24= "Chunk (" + (xco + 2 * chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco * -1).ToString() + ")";
chunk25= "Chunk (" + (xco + 2 * chunkWidth).ToString() + ", " + yco.ToString() + ", " + (zco + -2 * chunkWidth).ToString() + ")";
var chunksInScene : GameObject[] = FindObjectsOfType(GameObject) as GameObject[];
var myArray : boolean[] = new boolean[25];
for (var i = 0; i < chunksInScene.length ; i++)
if(chunksInScene[i].name.Substring(0,5) == "Chunk" || chunksInScene[i].name.Substring(0,5) == "_TERR" || chunksInScene[i].name.Substring(0,5) == "ACTIV")
if(chunksInScene[i].tag != "Player")
if(myArray[0] && chunksInScene[i].Equals(chunk1))
load1 = false; myArray[0] = false;continue;
if(myArray[1] && chunksInScene[i].Equals(chunk2))
load2 = false; myArray[1] = false; continue;
if(myArray[2] && chunksInScene[i].Equals(chunk3))
load3 = false; myArray[2] = false; continue;
if(myArray[3] && chunksInScene[i].Equals(chunk4))
load4 = false; myArray[3] = false; continue;
if(myArray[4] && chunksInScene[i].Equals(chunk5))
load5 = false; myArray[4] = false; continue;
if(myArray[5] && chunksInScene[i].Equals(chunk6))
load6 = false; myArray[5] = false; continue;
if(myArray[6] && chunksInScene[i].Equals(chunk7))
load7 = false; myArray[6] = false; continue;
if(myArray[7] && chunksInScene[i].Equals(chunk8))
load8 = false; myArray[7] = false; continue;
if(myArray[8] && chunksInScene[i].Equals(chunk9))
load9 = false; myArray[8] = false; continue;
if(myArray[9] && chunksInScene[i].Equals(chunk10))
load10 = false; myArray[9] = false; continue;
if(myArray[10] && chunksInScene[i].Equals(chunk11))
load11 = false; myArray[10] = false; continue;
if(myArray[11] && chunksInScene[i].Equals(chunk12))
load12 = false; myArray[11] = false; continue;
if(myArray[12] && chunksInScene[i].Equals(chunk13))
load13 = false; myArray[12] = false; continue;
if(myArray[13] && chunksInScene[i].Equals(chunk14))
load14 = false; myArray[13] = false; continue;
if(myArray[14] && chunksInScene[i].Equals(chunk15))
load15 = false; myArray[14] = false; continue;
if(myArray[15] && chunksInScene[i].Equals(chunk16))
load16 = false; myArray[15] = false; continue;
if(myArray[16] && chunksInScene[i].Equals(chunk17))
load17 = false; myArray[16] = false; continue;
if(myArray[17] && chunksInScene[i].Equals(chunk18))
load18 = false; myArray[17] = false; continue;
if(myArray[18] && chunksInScene[i].Equals(chunk19))
load19 = false; myArray[18] = false; continue;
if(myArray[19] && chunksInScene[i].Equals(chunk20))
load20 = false; myArray[19] = false; continue;
if(myArray[20] && chunksInScene[i].Equals(chunk21))
load21 = false; myArray[20] = false; continue;
if(myArray[21] && chunksInScene[i].Equals(chunk22))
load22 = false; myArray[21] = false; continue;
if(myArray[22] && chunksInScene[i].Equals(chunk23))
load23 = false; myArray[22] = false; continue;
if(myArray[23] && chunksInScene[i].Equals(chunk24))
load24 = false; myArray[23] = false; continue;
if(myArray[24] && chunksInScene[i].Equals(chunk25))
load25 = false; myArray[24] = false; continue;
//V1
if(load1)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco, yco, zco), Quaternion.identity);
//V2
if(load2)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth, yco, zco + chunkWidth), Quaternion.identity);
if(load3)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth, yco, zco), Quaternion.identity);
if(load4)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth, yco, zco * -1), Quaternion.identity);
if(load5)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -1, yco, zco + chunkWidth), Quaternion.identity);
if(load6)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -1, yco, zco), Quaternion.identity);
if(load7)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -1, yco, zco * -1), Quaternion.identity);
if(load8)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco, yco, zco + chunkWidth), Quaternion.identity);
if(load9)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco, yco, zco * -1), Quaternion.identity);
//V3
if(load10)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -2, yco, zco + 2 * chunkWidth), Quaternion.identity);
if(load11)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -2, yco, zco + chunkWidth), Quaternion.identity);
if(load12)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -2, yco, zco), Quaternion.identity);
if(load13)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -2, yco, zco * -1), Quaternion.identity);
if(load14)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -2, yco, zco + -2 * chunkWidth), Quaternion.identity);
if(load15)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -1, yco, zco + 2 * chunkWidth), Quaternion.identity);
if(load16)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth * -1, yco, zco + -2 * chunkWidth), Quaternion.identity);
if(load17)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco, yco, zco + 2 * chunkWidth), Quaternion.identity);
if(load18)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco, yco, zco + -2 * chunkWidth), Quaternion.identity);
if(load19)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth, yco, zco + 2 * chunkWidth), Quaternion.identity);
if(load20)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + chunkWidth, yco, zco + -2 * chunkWidth), Quaternion.identity);
if(load21)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + 2 * chunkWidth, yco, zco + 2 * chunkWidth), Quaternion.identity);
if(load22)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + 2 * chunkWidth, yco, zco + chunkWidth), Quaternion.identity);
if(load23)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + 2 * chunkWidth, yco, zco), Quaternion.identity);
if(load24)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + 2 * chunkWidth, yco, zco * -1), Quaternion.identity);
if(load25)Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(xco + 2 * chunkWidth, yco, zco + -2 * chunkWidth), Quaternion.identity);
yield WaitForSeconds(5);
var canGenerate = true;
function generateOnStart()
//MOET EEN FUNCTION WORDEN DIE ALS DE SPELER EEN NIEUWE WERELD START, DAT ER AL EEN KLEIN TERREIN KOMT
//V1
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(0, 0, 0), Quaternion.identity);
//V2
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(50, 0, 50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(50, 0, 0), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(50, 0, -50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-50, 0, 50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-50, 0, 0), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-50, 0, -50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(0, 0, 50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(0, 0, -50), Quaternion.identity);
//V3
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-100, 0, 100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-100, 0, 50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-100, 0, 0), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-100, 0, -50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-100, 0, -100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-50, 0, 100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(-50, 0, -100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(0, 0, 100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(0, 0, -100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(50, 0, 100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(50, 0, -100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(100, 0, 100), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(100, 0, 50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(100, 0, 0), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(100, 0, -50), Quaternion.identity);
Instantiate(terrains[Random.Range(0,terrains.length)], Vector3(100, 0, -100), Quaternion.identity);
chunkRename.js
#pragma strict
function Start ()
this.name = "Chunk (" + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ")";
function OnTriggerEnter (col : Collider)
if(col.gameObject.tag == "Player")
this.name = "ACTIVE_Chunk (" + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ")";
function OnTriggerExit (col : Collider)
if(col.gameObject.tag == "Player")
this.name = "Chunk (" + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ")";
gameObject.Find("First Person Controller").SendMessage("callGenerate");
【问题讨论】:
是否违反规定?对不起,我会编辑它。 这段代码一团糟。我想问你是否听说过数组,但后来注意到你已经在某些地方使用它们了。说真的:使用 chunk[25] 而不是 25 个不同的变量。 【参考方案1】:首先,将您的 25 行实例化更改为:
for (int i = -2; i< 3; i++)
for (int j = -2; j < 3; j++)
Instantiate(terrains[Random.Range(0,terrains.length)],
Vector3(j*50, 0, i*50), Quaternion.identity);
其次,你在这个调用中已经有了游戏对象,所以不要使用 GameObject.Find() //它很昂贵 因此,假设标记为“播放器”的对象具有 FPS 控制器,请更改:
if(col.gameObject.tag == "Player")
this.name = "Chunk (" + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ")";
gameObject.Find("First Person Controller").SendMessage("callGenerate");
收件人:
if(col.gameObject.tag == "Player")
this.name = "Chunk (" + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ")";
col.gameObject.SendMessage("callGenerate");
最后,从您的代码看来,您希望根据玩家当前所在的位置生成您的一代。与其在 OnTriggerExit 中执行此操作,不如将其放在 OnTriggerEnter() 中,然后将触发器对象传递给您的函数,这样您就无需在 callGenerate 方法中查找活动对象:
function OnTriggerEnter (col : Collider)
if(col.gameObject.tag == "Player")
this.name = "ACTIVE_Chunk (" + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ")";
col.gameObject.SendMessage("callGenerate", this.gameObject);
function callGenerate(go: GameObject)
if(canGenerate)
canGenerate = false; //you were redeclaring this variable here,
//which is mostly likely why you had more generation going on than desired
generateFromMiddleOfChunk(go.transform.position);
我找不到您保存块的位置,但您希望以只生成所需的新块的方式执行此操作。
【讨论】:
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