简单整理下最近的get到的模块 — — 3d网格地图,这个功能在策略型游戏中应用比较广泛,基本情况下会将地图分割成正方形网格或者六边形网格,下面就针对这两种情况进行实现。当然,鉴于本人能力有限,可能只能达到简单的启发作用,我也是在雨凇momo大神的启发下完成,希望有想法的小伙伴可以提出意见,进行探讨和优化。
实现效果图:
1.地图网格控制类
public enum GridShapeType
{
/// <summary>
/// 正方形
/// </summary>
Square,
/// <summary>
/// 正六边形
/// </summary>
RegularHexagon,
}
public class MapGridCtr: MonoBehaviour
{
private const float MAXDIS = 10000001f;
/// <summary>
/// 网格线是否显示
/// </summary>
public bool showGrid = true;
/// <summary>
/// 网格线宽度
/// </summary>
public float gridLine = 0.1f;
/// <summary>
/// 网格线颜色
/// </summary>
public Color gridColor = Color.red;
/// <summary>
/// 网格线
/// </summary>
private GameObject[,] m_lines;
/// <summary>
/// 一个网格的基数
/// </summary>
public int coefficient = 8;
/// <summary>
/// 当前地图地形
/// </summary>
public Terrain m_terrian;
/// <summary>
/// 当前地图地形行数
/// </summary>
private int m_arrRow = 0;
/// <summary>
/// 当前地图地形宽度
/// </summary>
private int m_arrCol = 0;
/// <summary>
/// 当前地图vector3数据
/// </summary>
private Vector3[,] m_array;
/// <summary>
/// 网片形状
/// </summary>
public GridShapeType m_meshType;
protected void Start()
{
this.LoadMap();
}
/// <summary>
/// 加载地图数据
/// </summary>
public void LoadMap()
{
if (this.m_terrian == null)
{
Debug.Log("地形为空!");
return;
}
if (this.m_meshType == GridShapeType.Square && this.coefficient < 2)
{
Debug.Log("网格基数必须大于2!");
return;
}
TerrainData data = m_terrian.terrainData;
int mapz = (int)(data.size.x / data.heightmapScale.x);
int mapx = (int)(data.size.z / data.heightmapScale.z);
this.m_arrRow = Math.Min(data.heightmapWidth, mapz);
this.m_arrCol = Math.Min(data.heightmapHeight, mapx);
float[,] heightPosArray = data.GetHeights(0, 0, this.m_arrRow, this.m_arrCol);
this.m_array = new Vector3[this.m_arrRow, this.m_arrCol];
for (int i = 0; i < this.m_arrRow; ++i)
{
for (int j = 0; j < this.m_arrCol; ++j)
{
this.m_array[i, j] = new Vector3(j * data.heightmapScale.x, heightPosArray[i, j] * data.heightmapScale.y, i * data.heightmapScale.z);
}
}
if (this.showGrid)
{
this.ShowGrid();
}
}
/// <summary>
/// 显示地图网格
/// </summary>
private void ShowGrid()
{
switch (m_meshType)
{
case GridShapeType.Square:
{
this.ShowSquareGird();
break;
}
case GridShapeType.RegularHexagon:
{
this.ShowRegularHexagon();
break;
}
default:
{
Debug.LogError("暂不支持此形状! m_meshType: " + m_meshType);
break;
}
}
}
/// <summary>
/// 显示正方形网格
/// coefficient代表边的网格数,最小为2
/// </summary>
private void ShowSquareGird()
{
Vector3[] pos;
int rn = this.m_arrRow / (this.coefficient - 1);
int cn = this.m_arrCol / (this.coefficient - 1);
if (this.m_arrRow % (this.coefficient - 1) > 0)
++rn;
if (this.m_arrCol % (this.coefficient - 1) > 0)
++cn;
this.m_lines = new GameObject[rn, cn];
for (int i = 0; i < this.m_arrRow - 1;)
{
int lastr = i + this.coefficient - 1;
if (lastr >= this.m_arrRow)
{
lastr = this.m_arrRow - 1;
}
for (int j = 0; j < this.m_arrCol - 1;)
{
int lastc = j + this.coefficient - 1;
if (lastc >= this.m_arrCol)
{
lastc = this.m_arrCol - 1;
}
if (lastr < this.m_arrRow - 1 && lastc < this.m_arrCol - 1)
{
pos = new Vector3[this.coefficient * 4];
for (int k = 0; k < this.coefficient; ++k)
{
pos[0 * this.coefficient + k] = this.m_array[i, j + k];
pos[1 * this.coefficient + k] = this.m_array[i + k, lastc];
pos[2 * this.coefficient + k] = this.m_array[lastr, lastc - k];
pos[3 * this.coefficient + k] = this.m_array[lastr - k, j];
}
this.CreatLine(i / (this.coefficient - 1), j / (this.coefficient - 1), pos);
}
else
{
int cr = lastr - i + 1;
int cl = lastc - j + 1;
pos = new Vector3[(cr + cl) * 2];
for (int k = 0; k < cr; ++k)
{
pos[cl + k] = this.m_array[i + k, lastc];
pos[cr + 2 * cl + k] = this.m_array[lastr - k, j];
}
for (int k = 0; k < cl; ++k)
{
pos[k] = this.m_array[i, j + k];
pos[cr + cl + k] = this.m_array[lastr, lastc - k];
}
this.CreatLine(i / (this.coefficient - 1), j / (this.coefficient - 1), pos);
}
j = lastc;
}
i = lastr;
}
}
/// <summary>
/// 显示正六边形网格
/// 正六边形边长最小为5,coefficient表示倍率
/// </summary>
private void ShowRegularHexagon()
{
this.coefficient = this.coefficient / 5;
Vector3[] pos_1;
Vector3[] pos_2;
int num_1 = this.m_arrCol / (this.coefficient * (3 + 5)) * (this.coefficient * 5 + 1);
int num_2 = this.m_arrCol % (this.coefficient * (3 + 5));
if (num_2 > 0)
{
if (num_2 < 3 * this.coefficient)
{
num_2 = 1;
}
else
{
num_2 = num_2 - 3 * this.coefficient + 2;
}
}
pos_1 = new Vector3[num_1 + num_2];
pos_2 = new Vector3[num_1 + num_2];
int rn = this.m_arrRow / (this.coefficient * (3 + 5));
this.m_lines = new GameObject[rn, 2];
for (int i = 4 * this.coefficient; i < this.m_arrRow;)
{
int index_1 = 0;
int index_2 = 0;
int r_1 = i - 4 * this.coefficient;
int r_2 = i + 4 * this.coefficient;
bool flag_1 = true;
bool flag_2 = false;
if (r_2 >= this.m_arrRow)
{
flag_1 = false;
}
for (int j = 0; j < this.m_arrCol;)
{
if (j % (this.coefficient * (3 + 5)) == 0)
{
flag_2 = !flag_2;
if (flag_2)
{
pos_1[index_1++] = this.m_array[i, j];
if (flag_1)
{
pos_2[index_2++] = this.m_array[i, j];
}
}
else
{
pos_1[index_1++] = this.m_array[r_1, j];
if (flag_1)
{
pos_2[index_2++] = this.m_array[r_2, j];
}
}
j += 3 * this.coefficient;
}
else
{
if (flag_2)
{
pos_1[index_1++] = this.m_array[r_1, j];
if (flag_1)
{
pos_2[index_2++] = this.m_array[r_2, j];
}
}
else
{
pos_1[index_1++] = this.m_array[i, j];
if (flag_1)
{
pos_2[index_2++] = this.m_array[i, j];
}
}
++j;
}
}
this.CreatLine(i / (2 * 4 * this.coefficient), 0, pos_1);
if (flag_1)
{
this.CreatLine(i / (2 * 4 * this.coefficient), 1, pos_2);
}
i += (4 * this.coefficient * 2);
}
}
/// <summary>
/// 创建网格线
/// </summary>
private void CreatLine(int row, int col, Vector3[] pos)
{
if(this.m_lines[row, col] != null)
{
GameObject.Destroy(this.m_lines[row, col]);
}
this.m_lines[row, col] = new GameObject();
LineRenderer _lineRenderer = this.m_lines[row, col].AddComponent<LineRenderer>();
_lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
_lineRenderer.SetColors(this.gridColor, this.gridColor);
_lineRenderer.SetWidth(this.gridLine, this.gridLine);
_lineRenderer.useWorldSpace = true;
_lineRenderer.SetVertexCount(pos.Length);
for (int i = 0; i < pos.Length; ++i)
{
_lineRenderer.SetPosition(i, pos[i]);
}
this.m_lines[row, col].name = "CreateLine " + row + " " + col;
}
}
为什么正六边形的边长是5的倍数的,这是因为网格线是根据地形数据数组生成的,当边长最小为5时,正六边形的六个顶点会在数组中,这也会导致生成正六边形的网格线存在一定限制和漏洞。因为本人项目中网格线只是辅助,实际中并不需要,所以使用了LineRenderer 。
到此,第一部分就结束了,欢迎大家拍砖,提出更好的解决方案。
下一章会实现网格地图的点击选中状态。