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  • unity独立游戏开发日记2018/09/27

    今天优化了下昨天的代码,并且添加了树木和其他资源的生成。还修复了接近石头后,挖掘图标不出现的bug。目前可以在unity中稳定60-70fps。

    详看文章:https://www.cnblogs.com/lixiaoyao123/p/9710601.html

    更新后的代码:(还是比较乱 没整理也没写注释,最后一块说明)

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class StartMap : MonoBehaviour {
        private GameObject Bridge;
        private GameObject Cliff;
        private GameObject Dirt;
        private GameObject Grass1;
        private GameObject Grass2;
        private GameObject Rock;
        private GameObject Sand;
        private GameObject Tree;
        private GameObject Grass01;
        private GameObject Grass02;
        private GameObject Props_Rock;
        private Vector3 location;
        private float xpos, ypos, zpos;
        private int randnum;
        private GameObject selectedobject;
        private GameObject selectOther;
        private bool iscompeleted = false;
    
        public GameObject envfather;
        // Use this for initialization
    
        private void Start()
        {
             Time.timeScale = 0;
             createmap();
            
        }
    
        private void Update()
        {
           if(iscompeleted)
            {
                DeletePrefab();
                Time.timeScale = 1;
                Destroy(this.gameObject);
            }
    
        }
        void DeletePrefab()
        {
            Bridge.transform.position = new Vector3(0, -1000, 0);
            Cliff.transform.position = new Vector3(0, -1000, 0);
            Dirt.transform.position = new Vector3(0, -1000, 0);
            Grass1.transform.position = new Vector3(0, -1000, 0);
            Grass2.transform.position = new Vector3(0, -1000, 0);
            Rock.transform.position = new Vector3(0, -1000, 0);
            Sand.transform.position = new Vector3(0, -1000, 0);
            Grass01.transform.position = new Vector3(0, -1000, 0);
            Grass02.transform.position = new Vector3(0, -1000, 0);
            Tree.transform.position = new Vector3(0, -1000, 0);
        }
    
    
        void RenewPrefab()
        {
            Bridge = (GameObject)Instantiate(Resources.Load("Prefabs/Bridge"));
            Cliff = (GameObject)Instantiate(Resources.Load("Prefabs/Cliff"));
            Dirt = (GameObject)Instantiate(Resources.Load("Prefabs/Dirt"));
            Grass1 = (GameObject)Instantiate(Resources.Load("Prefabs/Grass1"));
            Grass2 = (GameObject)Instantiate(Resources.Load("Prefabs/Grass2"));
            Rock = (GameObject)Instantiate(Resources.Load("Prefabs/Rock"));
            Sand = (GameObject)Instantiate(Resources.Load("Prefabs/Sand"));
            Tree = (GameObject)Instantiate(Resources.Load("Prefabs/Tree_01"));
            Grass01 = (GameObject)Instantiate(Resources.Load("Prefabs/Grass_01"));
            Grass02 = (GameObject)Instantiate(Resources.Load("Prefabs/Grass_02"));
            Props_Rock = (GameObject)Instantiate(Resources.Load("Prefabs/Props_Rock"));
            DeletePrefab();
        }
    
        
        void createmap()
        {
            for (xpos = -25; xpos <= 25; xpos++)
            {
                for(zpos = -130; zpos <= 0; zpos++)
                {
                    RenewPrefab();
                    randnum = Random.Range(0, 100);
                    SelectPrefab(randnum);
                    selectedobject.transform.position = new Vector3(xpos, ypos, zpos);
                    selectedobject.transform.parent = envfather.transform;
                    CreateOthers(selectedobject);
                    if(xpos == 25 && zpos == 0)
                    {
                        DeletePrefab();
                        iscompeleted = true;
                        break;
                    }
                }
            }
    
        }
    
    
        private void SelectPrefab( int rand)
        {
     
             if (0 <= rand & rand < 20)
            {
                selectedobject = Cliff;
            }
            else if(20 <= rand & rand < 40)
            {
                selectedobject = Dirt;
            }
            else if (40 <= rand & rand < 60)
            {
                selectedobject = Grass1;
            }
            else if (60 <= rand & rand < 80)
            {
                selectedobject = Grass2;
            }
            else if (80 <= rand & rand < 90)
            {
                selectedobject = Rock;
            }
            else
            {
                selectedobject = Sand;
            }
    
    
        }
    
        void CreateOthers(GameObject selectObject)
        {
            int i = Random.Range(1, 10);
            if(selectObject==Grass1)
            {
                if (i > 5)
                {
                    selectOther = Tree;
                    selectOther.transform.position = selectObject.transform.position;
                    if (i > 5 && i <=6)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 90, 0);
                    }
                    else if (i >6 && i <= 7)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 180, 0);
                    }
                    else if (i > 7 && i <= 8)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 270, 0);
                    }
                    else if (i > 8 && i <= 10)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, -90, 0);
                    }
                    selectOther.transform.parent = selectObject.transform;
                }
    
            }
            else if(selectObject == Grass2)
            {
                if (5<i&&i<7)
                {
                    selectOther = Grass01;
                    selectOther.transform.position = selectObject.transform.position;
                    selectOther.transform.parent = selectObject.transform;
                }
                else if(i>=7&&i<10)
                {
                    selectOther = Grass02;
                    selectOther.transform.position = selectObject.transform.position;
                    selectOther.transform.parent = selectObject.transform;
                }
            }
            else if(selectObject == Dirt)
            {
                if(i>6)
                {
                    selectOther = Grass02;
                    selectOther.transform.position = selectObject.transform.position;
                    selectOther.transform.parent = selectObject.transform;
                }
            }
            else if(selectObject == Rock)
            {
                if (i >=4)
                {
                    selectOther = Props_Rock;
                    selectOther.transform.position = selectObject.transform.position;
                    if (i >4&&i<6)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 90, 0);
                    }
                    else if (i >= 6&& i < 7)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 180, 0);
                    }
                    else if (i >=7 && i < 8)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 270, 0);
                    }
                    else if (i >= 8 && i < 10)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, -90, 0);
                    }
                    selectOther.transform.parent = selectObject.transform;
                }
    
    
            }
            else if (selectObject == Cliff)
            {
                if (i >=7)
                {
                    selectOther = Props_Rock;
                    selectOther.transform.position = selectObject.transform.position;
                    if (i >8&&i<9)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 90, 0);
                    }
                    else if(i >=9)
                    {
                        selectOther.transform.eulerAngles = new Vector3(0, 180, 0);
                    }
                    selectOther.transform.parent = selectObject.transform;
                }
    
    
            }
    
        }
    
    }

    其中在selectedobjet创建之后,用createothers函数判断当前的cube类型,在相应的位置上生成相应的资源,比如石头,草,树木。其中资源的类型和旋转再用随机数进行随机产生。

    另外,优化方面,在建立世界后删除这个脚本,并且删除前,把缓存预先生成的物体destroy掉。

    至于ui挖掘图片的显示,是因为之前把canvas给误删了,再加上之后,把摄像头选为world space就能正常显示了。

    目前的效果:

    目前大概就这样。优化方面体会很多,首先是代码逻辑要简化,还要注意update中,尽量不要设计太复杂的算法。能预先载入的,能异步执行的尽量做,节省cpu和gpu。

    至于渲染方面,shader编程还没涉及到,很深的学问。。。

    随即世界的生成完成了大概20%预期,接下来要做更复杂的。今天就这样。

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  • 原文地址:https://www.cnblogs.com/lixiaoyao123/p/9715995.html
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