文章目录
- 基础
- 每次运行,随机批量绘制地形树
- 指定某些地形纹理不生成树木
- 可能你还想加入坡度限制
- 将地形树替换成预制体树
- 其实也可以直接在地形上绘制生成树预制体
- 要在地形上程序化放置物品和动物
- 完结
基础
【2023Unity游戏开发教程】零基础带你从小白到超神04——地形的绘制和基础使用介绍
每次运行,随机批量绘制地形树
public class TreeSpawner : MonoBehaviour
{public int numberOfTrees = 100; // 需要生成的树木数量public float spawnRadius = 50f; // 生成范围半径private Terrain terrainInstance;private TreePrototype[] treePrototypes; // 树木原型数组void Start(){terrainInstance = GetComponent<Terrain>();treePrototypes = terrainInstance.terrainData.treePrototypes; // 获取树木原型数组ClearTrees(); // 清空树木数据SpawnTrees();}void ClearTrees(){terrainInstance.terrainData.treeInstances = new TreeInstance[0];}void SpawnTrees(){for (int i = 0; i < numberOfTrees; i++){// 在指定范围内随机生成树木位置Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;if (Vector3.Distance(randomPosition, transform.position) < spawnRadius){TreeInstance newTree = new TreeInstance();newTree.position = new Vector3(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.y / terrainInstance.terrainData.size.y, randomPosition.z / terrainInstance.terrainData.size.z);newTree.widthScale = 1f;newTree.heightScale = 1f;// newTree.prototypeIndex = 0; // 使用第一个树木原型newTree.prototypeIndex = Random.Range(0, treePrototypes.Length);terrainInstance.AddTreeInstance(newTree);}}terrainInstance.Flush(); // 刷新地形数据}
}
指定某些地形纹理不生成树木
using UnityEngine;public class TreeSpawner : MonoBehaviour
{public int numberOfTrees = 100; // 需要生成的树木数量public float spawnRadius = 50f; // 生成范围半径private Terrain terrainInstance;private TreePrototype[] treePrototypes; // 树木原型数组void Start(){terrainInstance = GetComponent<Terrain>();treePrototypes = terrainInstance.terrainData.treePrototypes; // 获取树木原型数组ClearTrees(); // 清空树木数据SpawnTrees();}void ClearTrees(){terrainInstance.terrainData.treeInstances = new TreeInstance[0];}void SpawnTrees(){// 获取地形纹理的混合权重数组float[,,] alphamap = terrainInstance.terrainData.GetAlphamaps(0, 0, terrainInstance.terrainData.alphamapWidth, terrainInstance.terrainData.alphamapHeight);for (int i = 0; i < numberOfTrees; i++){// 在指定范围内随机生成树木位置Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;if (Vector3.Distance(randomPosition, transform.position) < spawnRadius){// 获取树木位置所在的地形纹理索引int textureIndexX = (int)(randomPosition.x / terrainInstance.terrainData.size.x * terrainInstance.terrainData.alphamapWidth);int textureIndexY = (int)(randomPosition.z / terrainInstance.terrainData.size.z * terrainInstance.terrainData.alphamapHeight);// 获取树木位置的地形纹理混合权重float[] textureWeights = new float[terrainInstance.terrainData.alphamapLayers];for (int layer = 0; layer < terrainInstance.terrainData.alphamapLayers; layer++){//textureWeights保存的其实就是每个地形纹理的混合比例textureWeights[layer] = alphamap[textureIndexY, textureIndexX, layer];// Debug.Log(textureWeights[layer]);}// 判断是否满足条件不生成树木,// 如果第一个草地层的混合为小于0.5则不生成树,你可以简单的理解为只在第一个草地层绘制树if (textureWeights[0] < 0.5f){continue; // 跳过不生成树木}TreeInstance newTree = new TreeInstance();newTree.position = new Vector3(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.y / terrainInstance.terrainData.size.y, randomPosition.z / terrainInstance.terrainData.size.z);newTree.widthScale = 1f;newTree.heightScale = 1f;// newTree.prototypeIndex = 0; // 使用第一个树木原型newTree.prototypeIndex = Random.Range(0, treePrototypes.Length);terrainInstance.AddTreeInstance(newTree);}}terrainInstance.Flush(); // 刷新地形数据}
}
可能你还想加入坡度限制
自己定义的坡度限制值。当地形坡度超过这个限制时,将跳过树木生成
using UnityEngine;public class TreeSpawner : MonoBehaviour
{public int numberOfTrees = 100; // 需要生成的树木数量public float spawnRadius = 50f; // 生成范围半径public float slopeLimit = 30f;//坡度限制private Terrain terrainInstance;private TreePrototype[] treePrototypes; // 树木原型数组void Start(){terrainInstance = GetComponent<Terrain>();treePrototypes = terrainInstance.terrainData.treePrototypes; // 获取树木原型数组ClearTrees(); // 清空树木数据SpawnTrees();}void ClearTrees(){terrainInstance.terrainData.treeInstances = new TreeInstance[0];}void SpawnTrees(){// 获取地形纹理的混合权重数组float[,,] alphamap = terrainInstance.terrainData.GetAlphamaps(0, 0, terrainInstance.terrainData.alphamapWidth, terrainInstance.terrainData.alphamapHeight);for (int i = 0; i < numberOfTrees; i++){// 在指定范围内随机生成树木位置Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;// 检查地形坡度float slopeAngle = terrainInstance.terrainData.GetSteepness(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.z / terrainInstance.terrainData.size.z);if (slopeAngle > slopeLimit){continue; // 跳过不生成树木}if (Vector3.Distance(randomPosition, transform.position) < spawnRadius){// 获取树木位置所在的地形纹理索引int textureIndexX = (int)(randomPosition.x / terrainInstance.terrainData.size.x * terrainInstance.terrainData.alphamapWidth);int textureIndexY = (int)(randomPosition.z / terrainInstance.terrainData.size.z * terrainInstance.terrainData.alphamapHeight);// 获取树木位置的地形纹理混合权重 terrainInstance.terrainData.alphamapLayers获取当前地形中使用的地形纹理数量float[] textureWeights = new float[terrainInstance.terrainData.alphamapLayers];for (int layer = 0; layer < terrainInstance.terrainData.alphamapLayers; layer++){//textureWeights保存的其实就是每个地形纹理的混合比例textureWeights[layer] = alphamap[textureIndexY, textureIndexX, layer];// Debug.Log(textureWeights[layer]);}// 判断是否满足条件不生成树木,// 如果第一个草地层的混合为小于0.5则不生成树,你可以简单的理解为只在第一个草地层绘制树if (textureWeights[0] < 0.5f){continue; // 跳过不生成树木}TreeInstance newTree = new TreeInstance();newTree.position = new Vector3(randomPosition.x / terrainInstance.terrainData.size.x, randomPosition.y / terrainInstance.terrainData.size.y, randomPosition.z / terrainInstance.terrainData.size.z);newTree.widthScale = 1f;newTree.heightScale = 1f;// newTree.prototypeIndex = 0; // 使用第一个树木原型newTree.prototypeIndex = Random.Range(0, treePrototypes.Length);terrainInstance.AddTreeInstance(newTree);}}terrainInstance.Flush(); // 刷新地形数据}
}
效果
将地形树替换成预制体树
为了性能考虑,实现只替换角色附近指定范围的树,这样后续还可以使用对象池优化代码
public class TreeReplace : MonoBehaviour
{public Transform player;// 设置替换范围中心点public float radius = 10;// 设置替换范围半径Terrain terrainInstance;private GameObject tree;void Start(){terrainInstance = GetComponent<Terrain>();TreeInstance[] trees = terrainInstance.terrainData.treeInstances; // 获取地形上的树木实例数组for (int i = 0; i < trees.Length; i++){Vector3 worldPosition = terrainInstance.transform.position + Vector3.Scale(trees[i].position, terrainInstance.terrainData.size);//转换为世界坐标if (Vector3.Distance(player.position, worldPosition) <= radius){TreePrototype treePrototype = terrainInstance.terrainData.treePrototypes[trees[i].prototypeIndex]; // 获取树木实例对应的原型tree = treePrototype.prefab;//树木预制体Instantiate(tree, worldPosition, Quaternion.identity);trees[i] = new TreeInstance(); // 将该位置的树木实例置为空}}terrainInstance.terrainData.treeInstances = trees;terrainInstance.terrainData.RefreshPrototypes();}
}
其实也可以直接在地形上绘制生成树预制体
public class TreeSpawner : MonoBehaviour
{public GameObject[] treePrefabs; // 多种树木预制体public int numberOfTrees = 100; // 需要生成的树木数量public float spawnRadius = 50f; // 生成范围半径private Terrain terrainInstance;void Start(){terrainInstance = GetComponent<Terrain>();SpawnTrees();}void SpawnTrees(){for (int i = 0; i < numberOfTrees; i++){// 在指定范围内随机生成树木位置Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;if (Vector3.Distance(randomPosition, transform.position) < spawnRadius){// 生成随机索引,用于选择一个随机的树木预制体int randomIndex = Random.Range(0, treePrefabs.Length);GameObject selectedTreePrefab = treePrefabs[randomIndex];// 实例化所选的树木预制体,并进行位置和缩放调整GameObject newTree = Instantiate(selectedTreePrefab, randomPosition, Quaternion.identity);newTree.transform.localScale = Vector3.one; // 根据需要进行缩放调整// 可以在此处对新生成的树木进行其他设置或操作terrainInstance.Flush(); // 刷新地形数据}}}
}
要在地形上程序化放置物品和动物
可以使用类似生成树木预制体的方法,不过要注意的是需要避免与具有碰撞体的物体冲突,通常我们还需要排除某些层的检测,比如地形层,石头层
using UnityEngine;public class ObjectSpawner : MonoBehaviour
{public GameObject[] objectsToSpawn; // 需要生成的物品和动物Prefab数组public int numberOfObjects = 50; // 需要生成的数量public float spawnRadius = 50f; // 生成范围半径private Terrain terrainInstance;private Collider terrainCollider;void Start(){terrainInstance = GetComponent<Terrain>();terrainCollider = terrainInstance.GetComponent<Collider>();SpawnObjects();}void SpawnObjects(){for (int i = 0; i < numberOfObjects; i++){Vector3 randomPosition = new Vector3(Random.Range(0, terrainInstance.terrainData.size.x), 0, Random.Range(0, terrainInstance.terrainData.size.z));randomPosition.y = terrainInstance.SampleHeight(randomPosition) + terrainInstance.transform.position.y;if (Vector3.Distance(randomPosition, transform.position) < spawnRadius){// 排除两个层// int layerMask = ~(LayerMask.GetMask("Layer1") | LayerMask.GetMask("Layer2"));// 射线检测,检查生成位置是否与其他物体的碰撞体相交bool isColliding = Physics.CheckSphere(randomPosition, 1f, ~LayerMask.GetMask("Terrain"));if (!isColliding){// 实例化需要生成的物品和动物PrefabGameObject objectToSpawn = objectsToSpawn[Random.Range(0, objectsToSpawn.Length)];Instantiate(objectToSpawn, randomPosition, Quaternion.identity);}}}}
}
完结
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