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【Unity】网格系统:物体使用网格坐标定位

需求分析

前面物体放置在地板上都是地板任意位置放置,本节开始对物体放置的位置做限制。

  • 建立网格,网格可以设置起始世界坐标、单元格大小和规格;
  • 单元格中包括内部物体的信息;
  • 物体的位置通过网格的坐标确定;
  • 单元格中已经存在物体,该位置不能再放入其他物体;

成果展示

![[obsidian://open?vault=MDnotes&file=gif_%E7%BD%91%E6%A0%BC%E7%B3%BB%E7%BB%9F.gif]]

Scene部分

![[png_网格系统-1.png]]

场景中删除了手动拖入的预制体,改为通过代码将物体在指定网格单元格中。
每个预制体都增加脚本PlaceObject.cs
![[png_网格系统-2.png]]

脚本部分

设计网格类GridXZ

属性:宽度高度、单元格大小、原点世界坐标位置、网格矩阵;
方法:

  • 创建网格(构造函数),需要将每个单元格填充入对应类实例。
  • 世界坐标和网格坐标相互转换,根据世界坐标位置获取网格坐标位置,根据网格坐标获取世界坐标位置。
  • 设置或获取单元格中实例,定义单元格中实例发生变化的响应事件。
public class GridXZ<TGridObject>
{
    public event EventHandler<OnGridObjectChangedEventArgs> OnGridObjectChanged;
    public class OnGridObjectChangedEventArgs : EventArgs
    {
        public int x;
        public int z;
    }

    private int width;
    private int height;
    private float cellSize;
    private Vector3 originPosition;
    private TGridObject[,] gridArray;

    public GridXZ(int width, int height, float cellSize, Vector3 originPosition, Func<GridXZ<TGridObject>, int, int, TGridObject> createGridObject)
    {
        this.width = width;
        this.height = height;
        this.cellSize = cellSize;
        this.originPosition = originPosition;

        gridArray = new TGridObject[width, height];

        for (int x = 0; x < gridArray.GetLength(0); x++)
        {
            for (int z = 0; z < gridArray.GetLength(1); z++)
            {
                gridArray[x, z] = createGridObject(this, x, z);
            }
        }

//绘制了调试线,帮助观察网格的状态
        #region debugDrawLine
        bool showDebug = true;
        if (showDebug)
        {
            TextMesh[,] debugTextArray = new TextMesh[width, height];

            for (int x = 0; x < gridArray.GetLength(0); x++)
            {
                for (int z = 0; z < gridArray.GetLength(1); z++)
                {
                    debugTextArray[x, z] = UtilsClass.CreateWorldText("", null, GetWorldPosition(x, z) + new Vector3(cellSize, 0, cellSize) * .5f,8, Color.white, TextAnchor.MiddleCenter, TextAlignment.Center);
                    Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x, z + 1), Color.white, 100f);
                    Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x + 1, z), Color.white, 100f);
                }
            }
            Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
            Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);

            OnGridObjectChanged += (object sender, OnGridObjectChangedEventArgs eventArgs) =>
            {
                debugTextArray[eventArgs.x, eventArgs.z].text = gridArray[eventArgs.x, eventArgs.z]?.ToString();
            };
        }

        #endregion
    }

    public int GetWidth()
    {
        return width;
    }

    public int GetHeight()
    {
        return height;
    }

    public float GetCellSize()
    {
        return cellSize;
    }

    public Vector3 GetWorldPosition(int x, int z)
    {
        return new Vector3(x, 0, z) * cellSize + originPosition;
    }

    public void GetXZ(Vector3 worldPosition, out int x, out int z)
    {
        x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize);
        z = Mathf.FloorToInt((worldPosition - originPosition).z / cellSize);
    }

    public void SetGridObject(int x, int z, TGridObject value)
    {
        if (x >= 0 && z >= 0 && x < width && z < height)
        {
            gridArray[x, z] = value;
            TriggerGridObjectChanged(x, z);
        }
    }

    public void TriggerGridObjectChanged(int x, int z)
    {
        OnGridObjectChanged?.Invoke(this, new OnGridObjectChangedEventArgs { x = x, z = z });
    }

    public void SetGridObject(Vector3 worldPosition, TGridObject value)
    {
        GetXZ(worldPosition, out int x, out int z);
        SetGridObject(x, z, value);
    }

    public TGridObject GetGridObject(int x, int z)
    {
        if (x >= 0 && z >= 0 && x < width && z < height)
        {
            return gridArray[x, z];
        }
        else
        {
            return default(TGridObject);
        }
    }

    public TGridObject GetGridObject(Vector3 worldPosition)
    {
        int x, z;
        GetXZ(worldPosition, out x, out z);
        return GetGridObject(x, z);
    }

    public Vector2Int ValidateGridPosition(Vector2Int gridPosition)
    {
        return new Vector2Int(
            Mathf.Clamp(gridPosition.x, 0, width - 1),
            Mathf.Clamp(gridPosition.y, 0, height - 1)
        );
    }
}

设计单元格内对象GridObject

属性:对应的网格实例、坐标、单元格中可以填充的内容。
针对单元格中可以填充的内容,不同的业务,设计的类可能不同。
本篇中,单元格中是放置处理过的物体预制体,为了统一每个预制体,所有可以放入单元格的预制体会绑定一个脚本PlaceObject
因此设计时,会加入该属性,当单元格中放入物体时,该属性会被赋值。当物体被销毁时,该属性值会被null
放该属性发生变化时,会触发网格类中定义的事件。

public class GridObject
{
    private GridXZ<GridObject> grid;
    private int x;
    private int z;

    private PlaceObject placeObject;
    public GridObject(GridXZ<GridObject> grid, int x, int z)
    {
        this.grid = grid;
        this.x = x;
        this.z = z;
    }

    public PlaceObject GetPlaceObject()
    {
        return placeObject;
    }

    public void SetPlaceObject(PlaceObject placeObject)
    {
        this.placeObject = placeObject;
        grid.TriggerGridObjectChanged(x, z);
    }
    public void ClearPlaceObject()
    {
        placeObject = null;
        grid.TriggerGridObjectChanged(x, z);
    }

    public bool CanBuild()
    {
        return placeObject == null;
    }
//可以用来标记单元格中的内容
    public override string ToString()
    {
        return x + "," + z;// + "\n" + placeObject?.goodsName;
    }
}

单元格中可以填充的内容类PlaceObject

将前面章节中实例化预制体的部分写入该类中。
属性:PlacedObjectTypeSO实例、物体原点坐标、方向、父物体。
可以创建物体、销毁物体;
获取物体所占的所有网格坐标;

public class PlaceObject : MonoBehaviour
{
    public static PlaceObject Create(
        Vector3 worldPosition, Vector2Int origin,
        PlacedObjectTypeSO.Dir dir, PlacedObjectTypeSO placedObjectTypeSO, Transform parent
        )
    {

        Transform placeObjectTransform = Instantiate(
            placedObjectTypeSO.prefab,
            worldPosition,
            Quaternion.Euler(0, placedObjectTypeSO.GetRotationAngle(dir), 0)
            );

        placeObjectTransform.SetParent(parent);
        placeObjectTransform.gameObject.SetActive(true);
        PlaceObject placeObject = placeObjectTransform.GetComponent<PlaceObject>();
        placeObject.origin = origin;
        placeObject.dir = dir;
        placeObject.placedObjectTypeSO = placedObjectTypeSO;

        return placeObject;
    }

    private PlacedObjectTypeSO placedObjectTypeSO;
    private Vector2Int origin;
    private PlacedObjectTypeSO.Dir dir;

    public void DestorySelf()
    {
        Destroy(gameObject);
    }

    public List<Vector2Int> GetGridPositionList()
    {
        return placedObjectTypeSO.GetGridPositionList(origin, dir);
    }

    public GoodsName goodsName {
        get {
            return placedObjectTypeSO.goodsName;
        }
    }
}

使用网格

修改PlaceObjectBuilding中网格相关的部分

实例化网格类

//初始状态,每个单元格中都没有物体
grid = new GridXZ<GridObject>(16, 16, 1, new Vector3(0, 0, 0), (GridXZ<GridObject> g, int x, int z) => new GridObject(g, x, z));

放置物体

传入网格坐标、方向、PlacedObjectTypeSO实例;
检查传入坐标单元格及物体需要占据的全部单元格是否已经被占用;
依次给所占的所有单元格中内容赋值;

[! WARNING] 修正物体放置的位置
鼠标选择单元格时,获取的是单元格中的任意位置,而物体放置时位置是以其Anchor为原点的。因此需要将鼠标的点击位置修正为单元格的Anchor,使物体能够刚好放入单元格中。
修正结果需要分别显现在物体放置和物体跟随鼠标两个地方。

Vector3 clickedPosition = Mouse3D.GetMouseWorldPosition();
grid.GetXZ(clickedPosition, out int x, out int z);
Vector2Int rotationOffset = placedObjectTypeSO.GetRotationOffset(dir);
Vector3 placedObjectWorldPosition = grid.GetWorldPosition(x, z) + new Vector3(rotationOffset.x, 0, rotationOffset.y) * grid.GetCellSize();

放置物体时,可以通过代码直接放置、也可以点击单元格放置。

private void ExcutePlaceObjectOnGrid(Vector2Int gridPosition, PlacedObjectTypeSO placedObjectTypeSO, Dir dir)
{
Vector2Int rotationOffset = placedObjectTypeSO.GetRotationOffset(dir);
Vector3 placedObjectWorldPosition = grid.GetWorldPosition(gridPosition.x, gridPosition.y) +
new Vector3(rotationOffset.x, 0, rotationOffset.y) * grid.GetCellSize();

//需要判断当前位置是否能够放置,是否已经被占用
List<Vector2Int> locateGridPositions = placedObjectTypeSO.GetGridPositionList(gridPosition, dir);
bool canBuild = true;
foreach (var item in locateGridPositions)
{
if (!grid.GetGridObject(item.x, item.y).CanBuild())
{
canBuild = false;
break;
}
}
if (canBuild)
{
PlaceObject placeObject = PlaceObject.Create(placedObjectWorldPosition, gridPosition, dir, placedObjectTypeSO, transform.parent);

//需要标记对应网格被占用
locateGridPositions.ForEach(_ =>
{
grid.GetGridObject(_.x, _.y).SetPlaceObject(placeObject);
});
}

}

//直接代码放置物体
ExcutePlaceObjectOnGrid(new Vector2Int(3, 10), placedObjectTypeSOList[0], Dir.Down);

//点击单元格放置物体
private void Update()
{
if (selectedPlacedObjectTypeSO != null)
{
if (Input.GetMouseButtonDown(0))
{
Vector3 placePosition = Mouse3D.GetMouseWorldPosition();
grid.GetXZ(placePosition, out int x, out int z);

Vector2Int rotationOffset = selectedPlacedObjectTypeSO.GetRotationOffset(dir);
if (Mouse3D.GetClickedTransform().parent == transform.parent)
{
ExcutePlaceObjectOnGrid(new Vector2Int(x, z), selectedPlacedObjectTypeSO, dir);

DeselectObjectType();
}
}
}
}

删除物体

删除物体也同样需要清除物体所占用的所有单元格中的物体信息。

public void DestroyPlacedObject(PlaceObject placeObject)
{
    if (placeObject != null)
    {
        AddGoods(placeObject.goodsName);
        placeObject.DestorySelf();

        List<Vector2Int> gridPositionList = placeObject.GetGridPositionList();
        foreach (var gridPosition in gridPositionList)
        {
            grid.GetGridObject(gridPosition.x, gridPosition.y).ClearPlaceObject();
        }
    }
}

使用删除
业务中,是玩家触碰到物体时,物体被摧毁并放入仓库,因此在Player.cs脚本中修改相关的代码。

public class Player : MonoBehaviour
{
    private void OnTriggerEnter(Collider c)
    {
        Transform cProfab = c.transform.parent.parent;
        if (Enum.TryParse(cProfab.tag, true, out GoodsName goodsName))
        {
            
            PlaceObjectBuilding.Instance.DestroyPlacedObject(cProfab.GetComponent<PlaceObject>());
        }
    }
}

完整代码

public class PlaceObjectBuilding : MonoBehaviour
{
private void Awake()
{
    Instance = this;

    inventory = new Inventory(new List<Goods>(), (goods) =>
    {
        inventory.DeleteGoods(goods.GetGoodsName());
        selectedPlacedObjectTypeSO = placedObjectTypeSOList.Find(_ => _.nameString == goods.GetGoodsName().ToString());
        RefreshSelectedObjectType();
    });

    ui_inventory.Init(inventory);

    grid = new GridXZ<GridObject>(16, 16, 1, new Vector3(0, 0, 0), (GridXZ<GridObject> g, int x, int z) => new GridObject(g, x, z));

    inventory.AddGoods(placedObjectTypeSOList[1]);
    inventory.AddGoods(placedObjectTypeSOList[1]);
    inventory.AddGoods(placedObjectTypeSOList[2]);
    inventory.AddGoods(placedObjectTypeSOList[3]);
    inventory.AddGoods(placedObjectTypeSOList[4]);

    ExcutePlaceObjectOnGrid(new Vector2Int(3, 10), placedObjectTypeSOList[0], Dir.Down);
    ExcutePlaceObjectOnGrid(new Vector2Int(15, 6), placedObjectTypeSOList[0], Dir.Down);
    ExcutePlaceObjectOnGrid(new Vector2Int(9, 1), placedObjectTypeSOList[2], Dir.Down);
}

private void ExcutePlaceObjectOnGrid(Vector2Int gridPosition, PlacedObjectTypeSO placedObjectTypeSO, Dir dir)
    {
        Vector2Int rotationOffset = placedObjectTypeSO.GetRotationOffset(dir);
        Vector3 placedObjectWorldPosition = grid.GetWorldPosition(gridPosition.x, gridPosition.y) +
            new Vector3(rotationOffset.x, 0, rotationOffset.y) * grid.GetCellSize();

        //需要判断当前位置是否能够放置,是否已经被占用
        List<Vector2Int> locateGridPositions = placedObjectTypeSO.GetGridPositionList(gridPosition, dir);
        bool canBuild = true;
        foreach (var item in locateGridPositions)
        {
            if (!grid.GetGridObject(item.x, item.y).CanBuild())
            {
                canBuild = false;
                break;
            }
        }
        if (canBuild)
        {
            PlaceObject placeObject = PlaceObject.Create(placedObjectWorldPosition, gridPosition, dir, placedObjectTypeSO, transform.parent);

            //需要标记对应网格被占用
            locateGridPositions.ForEach(_ =>
            {
                grid.GetGridObject(_.x, _.y).SetPlaceObject(placeObject);
            });
        }

    }
    
    private void Update()
    {
        if (selectedPlacedObjectTypeSO != null)
        {
            if (Input.GetMouseButtonDown(0))
            {
                Vector3 placePosition = Mouse3D.GetMouseWorldPosition();
                grid.GetXZ(placePosition, out int x, out int z);

                Vector2Int rotationOffset = selectedPlacedObjectTypeSO.GetRotationOffset(dir);
                if (Mouse3D.GetClickedTransform().parent.parent == craftTable.parent)
                {
                    PlaceObject.Create(placePosition + new Vector3(rotationOffset.x, 0, rotationOffset.y), Vector2Int.zero, dir, selectedPlacedObjectTypeSO, craftTable);
                    craftingRecipeSOList.ForEach(_ =>
                    {
                        PlacedObjectTypeSO outGoodsSo = _.GoodsOnTableChanged(selectedPlacedObjectTypeSO);

                        if (outGoodsSo != null)
                        {
                            for (int i = 0; i < craftTable.childCount; i++)
                            {

                                Destroy(craftTable.GetChild(i).gameObject);
                            }
                            craftingRecipeSOList.ForEach(recipeSo =>
                            {
                                recipeSo.Init();
                            });
                            inventory.AddGoods(outGoodsSo);
                        };
                    });

                    DeselectObjectType();

                }
                else if (Mouse3D.GetClickedTransform().parent == transform.parent)
                {
                    ExcutePlaceObjectOnGrid(new Vector2Int(x, z), selectedPlacedObjectTypeSO, dir);

                    DeselectObjectType();
                }
            }

            if (Input.GetKeyDown(KeyCode.Alpha0))
            {
                GoodsName goodsName = (GoodsName)Enum.Parse(typeof(GoodsName), selectedPlacedObjectTypeSO.nameString);
                inventory.AddGoods(selectedPlacedObjectTypeSO);
                DeselectObjectType();

            }

            if (Input.GetKeyDown(KeyCode.R))
            {
                dir = GetNextDir(dir);
            }
        }
    }
    public Vector3 GetMouseWorldSnappedPosition()
{

    Vector3 mousePosition = Mouse3D.GetMouseWorldPosition();
    if (grid == null) return mousePosition;
    grid.GetXZ(mousePosition, out int x, out int z);

    if (selectedPlacedObjectTypeSO != null)
    {
        Vector2Int rotationOffset = selectedPlacedObjectTypeSO.GetRotationOffset(dir);
        Vector3 placedObjectWorldPosition = grid.GetWorldPosition(x, z) + new Vector3(rotationOffset.x, 0, rotationOffset.y) * grid.GetCellSize();
        return placedObjectWorldPosition;
    }
    else
    {
        return mousePosition;
    }
}

public void DestroyPlacedObject(PlaceObject placeObject)
{
    if (placeObject != null)
    {
        AddGoods(placeObject.goodsName);
        placeObject.DestorySelf();

        List<Vector2Int> gridPositionList = placeObject.GetGridPositionList();
        foreach (var gridPosition in gridPositionList)
        {
            grid.GetGridObject(gridPosition.x, gridPosition.y).ClearPlaceObject();
        }
    }
}
}

原文地址:https://blog.csdn.net/weixin_44122117/article/details/143860322

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