Unity实现瓦片地图tile map
Unity自定义mesh绘制 基于上篇的mesh修改,实现tile map
第一步,修改mesh 顶点和三角片信息,生成方格
顶点信息就是一系列正方形的组合,三角片,在这里实现的方法是一个矩形由2个三角形组成,注意,三角形的顺序依赖于顶点的顺序,三角形的三个点按照观察方向顺时针,三角形数量=顶点数量*6,6=2*3,2是三角形个数,3是一个三角形 由3个顶点组成,输入的三角数组的顺序是,对应顶点在输入的顶点数据中的index,贴代码:
using UnityEngine; using System.Collections; public class ss5 : MonoBehaviour { void Start() { dooo(); } void dooo() { { MeshFilter filter = this.GetComponent<MeshFilter>(); MeshRenderer render = this.GetComponent<MeshRenderer>(); var mesh = filter.mesh; var ts = this.GetComponentsInChildren<Transform>(); Vector3[] vers = new Vector3[ts.Length]; for (int i = 0; i < ts.Length; i++) { vers[i] = ts[i].position; } const int MAX_X = 30; const int MAX_Y = 30; Vector3[] vertics = new Vector3[MAX_Y * MAX_X]; for (int x = 0; x < MAX_X; x++) { for (int y = 0; y < MAX_Y; y++) { vertics[x + MAX_X * y] = new Vector3(x, 0f, y); } } foreach (var p in vertics) { Ray ray = new Ray(p, new Vector3(-100f, -100f, -100f)); Debug.DrawLine(ray.GetPoint(-0.1f), ray.GetPoint(0.1f), Color.red); } int[] triss = new int[(MAX_Y - 1) * (MAX_X - 1) * 6]; for (int x = 0; x < MAX_X - 1; x++) { for (int y = 0; y < MAX_Y - 1; y++) { var p = vertics[x + MAX_X * y]; int baseIdx = 0; if (y >= 1) { baseIdx = (y * (MAX_X - 1) * 6) + x * 6; } else { baseIdx = x * 6; } Debug.LogError(x + " " + y + " " + triss.Length + " baseIdx=" + baseIdx); triss[baseIdx + 0] = x + y * MAX_X; triss[baseIdx + 1] = x + (y + 1) * MAX_X; triss[baseIdx + 2] = (x + 1) + y * MAX_X; triss[baseIdx + 3] = x + (y + 1) * MAX_X; triss[baseIdx + 4] = (x + 1) + (y + 1) * MAX_X; triss[baseIdx + 5] = (x + 1) + y * MAX_X; ; /* triss[x + y * MAX_X + 0] = 0; triss[x + y * MAX_X + 1] = 2; triss[x + y * MAX_X + 2] = 1; triss[x + y * MAX_X + 3] = 2; triss[x + y * MAX_X + 4] = 3; triss[x + y * MAX_X + 5] = 1; */ /* triss[(x * 2 + y * 9 * 2) + 0] = 5; triss[(x * 2 + y * 9 * 2) + 1] = 5; triss[(x * 2 + y * 9 * 2) + 2] = 5; triss[(x * 2 + y * 9 * 2) + 3] = 5; triss[(x * 2 + y * 9 * 2) + 4] = 5; triss[(x * 2 + y * 9 * 2) + 5] = 5; */ } } mesh.vertices = vertics; mesh.triangles = triss;// this.GetTris(vers); mesh.RecalculateNormals(); mesh.RecalculateBounds(); this.GetComponent<MeshCollider>().sharedMesh = mesh; filter.mesh = mesh; return; } } void Update() { } void OnDrawGizmos() { return; { MeshFilter filter = this.GetComponent<MeshFilter>(); MeshRenderer render = this.GetComponent<MeshRenderer>(); var mesh = filter.mesh; var ts = this.GetComponentsInChildren<Transform>(); Vector3[] vers = new Vector3[ts.Length]; for (int i = 0; i < ts.Length; i++) { vers[i] = ts[i].position; } const int MAX_X = 3; const int MAX_Y = 3; Vector3[] vertics = new Vector3[MAX_Y * MAX_X]; for (int x = 0; x < MAX_X; x++) { for (int y = 0; y < MAX_Y; y++) { vertics[x + MAX_X * y] = new Vector3(x, 0f, y); } } foreach (var p in vertics) { Ray ray = new Ray(p, new Vector3(-100f, -100f, -100f)); Debug.DrawLine(ray.GetPoint(-0.1f), ray.GetPoint(0.1f), Color.red); } int[] triss = new int[(MAX_Y - 1) * (MAX_X - 1) * 6]; for (int x = 0; x < MAX_X - 1; x++) { for (int y = 0; y < MAX_Y - 1; y++) { var p = vertics[x + MAX_X * y]; int baseIdx = 0; if (y >= 1) { baseIdx = (y * (MAX_X - 1) * 6) + x * 6; } else { baseIdx = x * 6; } Debug.LogError(x + " " + y + " " + triss.Length + " baseIdx=" + baseIdx); triss[baseIdx + 0] = x + y * MAX_X; triss[baseIdx + 1] = x + (y + 1) * MAX_X; triss[baseIdx + 2] = (x + 1) + y * MAX_X; triss[baseIdx + 3] = x + (y + 1) * MAX_X; triss[baseIdx + 4] = (x + 1) + (y + 1) * MAX_X; triss[baseIdx + 5] = (x + 1) + y * MAX_X; ; /* triss[x + y * MAX_X + 0] = 0; triss[x + y * MAX_X + 1] = 2; triss[x + y * MAX_X + 2] = 1; triss[x + y * MAX_X + 3] = 2; triss[x + y * MAX_X + 4] = 3; triss[x + y * MAX_X + 5] = 1; */ /* triss[(x * 2 + y * 9 * 2) + 0] = 5; triss[(x * 2 + y * 9 * 2) + 1] = 5; triss[(x * 2 + y * 9 * 2) + 2] = 5; triss[(x * 2 + y * 9 * 2) + 3] = 5; triss[(x * 2 + y * 9 * 2) + 4] = 5; triss[(x * 2 + y * 9 * 2) + 5] = 5; */ } } mesh.vertices = vertics; mesh.triangles = triss;// this.GetTris(vers); mesh.RecalculateNormals(); mesh.RecalculateBounds(); this.GetComponent<MeshCollider>().sharedMesh = mesh; filter.mesh = mesh; return; } } }
第二步:修改UV信息,U是x轴,V是y轴,矩形4个顶点 对应UV4个坐标点,在这里是逆时针,UV也是逆时针。因此只需要一张大贴图 附上对应的UV信息 就可以实现tile map了