我试图找出如何简化创建游戏对象的循环。这是我在为如何使这本书更容易阅读而感到困惑之前所做的。
`使用系统。收藏;使用系统。收藏。通用的使用UnityEngine;
公共类游戏对象:单一行为{
public GameObject cube1, cube2, cube3, cube4, cube5, cube6, cube7, cube8, cube9;
public GameObject col1P1, col1P2, col1P3, col1P4, col1P5, col1P6;
public GameObject col2P1, col2P2, col2P3, col2P4, col2P5, col2P6;
public GameObject col3P1, col3P2, col3P3, col3P4, col3P5, col3P6;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyUp (KeyCode.G))
{
GameObject cube1 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube1.transform.position = new Vector3(5f, 0.5f, 0);
GameObject cube2 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube2.transform.position = new Vector3 (6f, 0.5f, 0);
GameObject cube3 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube3.transform.position = new Vector3 (7f, 0.5f, 0);
GameObject cube4 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube4.transform.position = new Vector3 (5f, 1.5f, 0);
GameObject cube5 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube5.transform.position = new Vector3 (6f, 1.5f, 0);
GameObject cube6 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube6.transform.position = new Vector3 (7f, 1.5f, 0);
GameObject cube7 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube7.transform.position = new Vector3 (5f, 2.5f, 0);
GameObject cube8 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube8.transform.position = new Vector3 (6f, 2.5f, 0);
GameObject cube9 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube9.transform.position = new Vector3 (7f, 2.5f, 0);
GameObject col1P1 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P1.transform.position = new Vector3 (0, 1f, -5f);
GameObject col1P2 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P2.transform.position = new Vector3 (0, 3f, -5);
GameObject col1P3 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P3.transform.position = new Vector3 (0, 5f, -5f);
GameObject col1P4 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P4.transform.position = new Vector3 (0, 7f, -5f);
GameObject col1P5 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P5.transform.position = new Vector3 (0, 9f, -5f);
GameObject col1P6 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P6.transform.position = new Vector3 (0, 11f, -5f);
GameObject col2P1 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P1.transform.position = new Vector3 (0, 1f, 0);
GameObject col2P2 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P2.transform.position = new Vector3 (0, 3f, 0);
GameObject col2P3 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P3.transform.position = new Vector3 (0, 5f, 0);
GameObject col2P4 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P4.transform.position = new Vector3 (0, 7f, 0);
GameObject col2P5 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P5.transform.position = new Vector3 (0, 9f, 0);
GameObject col2P6 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P6.transform.position = new Vector3 (0, 11f, 0);
GameObject col3P1 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P1.transform.position = new Vector3 (0, 1f, 5f);
GameObject col3P2 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P2.transform.position = new Vector3 (0, 3f, 5);
GameObject col3P3 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P3.transform.position = new Vector3 (0, 5f, 5f);
GameObject col3P4 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P4.transform.position = new Vector3 (0, 7f, 5f);
GameObject col3P5 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P5.transform.position = new Vector3 (0, 9f, 5f);
GameObject col3P6 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P6.transform.position = new Vector3 (0, 11f, 5f);
}
}
}'
感谢您的帮助,并指出了我可以改进这一点的更好方法。
答案在于您导入的名称空间,但不使用:-)System。收藏。通用
。使用列表
或适合应用程序需要的内容。
理解序列中出现的模式,例如,对于每3个值后创建立方体,X值变为5,Y值递增1。对于每3个值,我们可以使用像_cubeOffset
这样的变量
因此,由于您必须创建9个多维数据集,因此从XValue=4.0f
和YValue=-0.5f
开始。现在,通过将i
从0
取到8
,开始创建9个多维数据集的循环。第一步是检查i%3==0
,如果是,则设置XValue=4.0f
和YValue=0.5f
_cubeOffset = 3;
_startXCube = 4.0f;
_startYCube = -0.5f;
_cubes = new List < GameObject > ( TOTAL_CUBES );
for ( int i = 0; i < TOTAL_CUBES; ++i ) {
/*
* This below check will run when i = 0, 3, 6
* at this point we set the _startXCube to 4.0f and
* increment the previous value of _startYCube by 1.
* Therefore at i = 0
* _startXCube = 4.0f
* _startYCube = 0.5f, since the previous value of _startYCube is -0.5f
*
* i = 3
* _startXCube = 4.0f
* _startYCube = 1.5f, since the previous value of _startYCube is 0.5f
*
* i = 6
* _startXCube = 4.0f
* _startYCube = 2.5f, since the previous value of _startYCube is 1.5f
*/
if ( i % _cubeOffset == 0 ) {
_startXCube = 4.0f;
_startYCube += 1.0f;
}
_startXCube += 1.0f; // Incrementing _startXCube since we need 5.0f, 6.0f and 7.0f values
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cube );
gb.transform.position = new Vector3 ( _startXCube, _startYCube, 0.0f );
_cubes.Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cube -> X:{_startXCube} Y:{_startYCube} Z:0</color>" );
}
同样,我们可以为气缸创建如下逻辑:
_startZCylinder = -10.0f;
_cylinders = new List < List < GameObject > > ( TOTAL_COLUMNS );
for ( int i = 0; i < TOTAL_COLUMNS; ++i ) {
_cylinders.Add ( new List < GameObject > ( TOTAL_CYLINDERS ) );
_startYCylinder = -1.0f;
_startZCylinder += 5.0f;
for ( int j = 0; j < TOTAL_CYLINDERS; ++j ) {
_startYCylinder += 2.0f;
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cylinder );
gb.transform.position = new Vector3 ( 0.0f, _startYCylinder, _startZCylinder );
_cylinders [ _cylinders.Count - 1 ].Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cylinder -> X:{0.0f} Y:{_startYCylinder} Z:{_startZCylinder}</color>" );
}
}
请注意,对于这些代码片段,我使用了如下列表数据结构:
private List < GameObject > _cubes;
private List < List < GameObject > > _cylinders;
这是整个剧本
using System.Collections.Generic;
using UnityEngine;
public class CreatePrimitive : MonoBehaviour {
#region Private Field
private int _cubeOffset;
private float _startXCube;
private float _startYCube;
private List < GameObject > _cubes;
private int _cylinderOffset;
private float _startYCylinder;
private float _startZCylinder;
private List < List < GameObject > > _cylinders;
private const int TOTAL_CUBES = 9;
private const int TOTAL_COLUMNS = 3;
private const int TOTAL_CYLINDERS = 6;
#endregion Private Field
#region MonoBehaviour Callback
private void Start () {
_cubeOffset = 3;
_startXCube = 4.0f;
_startYCube = -0.5f;
_cubes = new List < GameObject > ( TOTAL_CUBES );
for ( int i = 0; i < TOTAL_CUBES; ++i ) {
/*
* This below check will run when i = 0, 3, 6
* at this point we set the _startXCube to 4.0f and
* increment the previous value of _startYCube by 1.
* Therefore at i = 0
* _startXCube = 4.0f
* _startYCube = 0.5f, since the previous value of _startYCube is -0.5f
*
* i = 3
* _startXCube = 4.0f
* _startYCube = 1.5f, since the previous value of _startYCube is 0.5f
*
* i = 6
* _startXCube = 4.0f
* _startYCube = 2.5f, since the previous value of _startYCube is 1.5f
*/
if ( i % _cubeOffset == 0 ) {
_startXCube = 4.0f;
_startYCube += 1.0f;
}
_startXCube += 1.0f; // Incrementing _startXCube since we need 5.0f, 6.0f and 7.0f values
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cube );
gb.transform.position = new Vector3 ( _startXCube, _startYCube, 0.0f );
_cubes.Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cube -> X:{_startXCube} Y:{_startYCube} Z:0</color>" );
}
_startZCylinder = -10.0f;
_cylinders = new List < List < GameObject > > ( TOTAL_COLUMNS );
for ( int i = 0; i < TOTAL_COLUMNS; ++i ) {
_cylinders.Add ( new List < GameObject > ( TOTAL_CYLINDERS ) );
_startYCylinder = -1.0f;
_startZCylinder += 5.0f;
for ( int j = 0; j < TOTAL_CYLINDERS; ++j ) {
_startYCylinder += 2.0f;
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cylinder );
gb.transform.position = new Vector3 ( 0.0f, _startYCylinder, _startZCylinder );
_cylinders [ _cylinders.Count - 1 ].Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cylinder -> X:{0.0f} Y:{_startYCylinder} Z:{_startZCylinder}</color>" );
}
}
}
#endregion MonoBehaviour Callback
}
您可以创建一个静态函数,如下所示
public class CubeHelper
{
public static GameObject Creating(Vector3 position, PrimitiveType primitiveType)
{
GameObject createdGameObject = GameObject.CreatePrimitive(primitiveType)
createdGameObject.transform.position = position;
return createdGameObject;
}
}
然后只是传递参数:
Gameobject sthg = CubeHelper.Creating("your vector3", "your primitive type");