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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
>通过更改半径滑块动态调整游戏对象
>使用角度滑块旋转圆上的所有对象(如旋转滚轮)

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

Create or destroy game objects using an object count slider,whiles adjusting to keep the objects the same angle apart

使用IntSlider for numOfItems并在以下情况下重新创建对象:

numOfItems != spawnedobjects.Count

Dynamically adjust the game objects by changing a radius slider

使用Slider作为半径,当它发生变化时,迭代生成的对象并移动它们:

pos = rot * Vector3.right * tar.radius

Rotate all objects on the circle (like spinning a wheel) using an angle slider

使用Slider进行旋转,迭代生成的对象并通过以下方式旋转它们:

rot = Quaternion.Euler(0,tar.spin + angle)

CircleSpawn:

public class CircleSpawn : MonoBehavIoUr
{
    public float radius,radiusLast,spin,spinLast;
    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;    
        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;
            }
        }
    }
}

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