1.前言
最近任务需要用到Unity在场景中随机生成物体,且这些物体不能重叠,简单记录一下。
参考资料:How to ensure that spawned targets do not overlap ?
2.结果与代码
结果如下所示:
代码如下所示:
c
using System.Collections.Generic;
using UnityEngine;
namespace Assets.Scripts
{
public class NewMonoBehaviour : MonoBehaviour
{
public GameObject objectForSpawn;
private List<SpawnObject> spawnObjectList;
private int objectCount = 50;
private void Start()
{
CreateCollections();
Generate(objectCount);
}
void CreateCollections()
{
spawnObjectList = new List<SpawnObject>();
}
void Generate(int objectCount)
{
CreateObjects();
void CreateObjects()
{
for (int i = 0; i < objectCount; i++)
{
Vector3 objectPosition = GetPosition();
SpawnObject sO = new SpawnObject(objectPosition);
spawnObjectList.Add(sO);
}
}
SpawnGameObjects();
void SpawnGameObjects()
{
List<SpawnObject> spawnedObjects = new List<SpawnObject>();
List<SpawnObject> notSpawnedObjects = new List<SpawnObject>();
foreach (SpawnObject item in spawnObjectList)
{
Vector3 spawnPosition = GetPosition();
if (item.objectPosition != spawnPosition)
{
Instantiate(objectForSpawn, spawnPosition, transform.rotation);
spawnedObjects.Add(item);
}
else
{
notSpawnedObjects.Add(item);
}
}
Debug.Log("Object spawned :" + spawnedObjects.Count);
Debug.Log("Object notSpawned :" + notSpawnedObjects.Count);
}
}
Vector3 GetPosition()
{
Vector3 randmPosition;
randmPosition.x = Random.Range(1, 100);
randmPosition.y = Random.Range(1, 100);
randmPosition.z = Random.Range(1, 100);
return randmPosition;
}
}
public class SpawnObject
{
public Vector3 objectPosition;
public SpawnObject(Vector3 objectPosition)
{
this.objectPosition = objectPosition;
}
}
//In case you want serialize this position for example for save you better use float[3] for position then vector.
}