我遵循了YouTube上的一个教程,在该教程中,开发人员在MapBox的图块上添加了以特定间隔在播放器周围生成的物品,且最大距离。我要达到的目的是将它们添加到特定的经度和纬度。
我所做的更改是要遍历我要添加的最大项,增加i变量。然后,我没有像newLat = getPlayerPosition() + random;
那样在播放器周围生成该项目,而是对lat和lon进行了硬编码,例如:case 0: newLat = 48.30791f; newLon = 18.08611f; millenium_item.tag = "MI0"; break;
并且每个项目都会添加到项目列表中。我期望的行为是将每个项目添加到列表中,然后在地图上生成它们,但只添加了一个项目,该项目具有与玩家完全相同的纬度和经度:
case 3: newLat = 48.32232f; newLon = 18.09462f; millenium_item.tag = "MI3"; break;
案例3被添加,因为它与我的播放器(电话实际所在的位置)具有相同的纬度和经度。
case 4: newLat = 48.32232f; newLon = 18.09538f; millenium_item.tag = "MI4"; break;
案例4未添加,但是您可以看到它与案例3的位置非常接近。
我不知道我在做什么错。完整代码:
void SpawnItems() {
itemindex = 100;
for(int i = 0; i < count; i++)
{
if (googleSignIn.locationdata[i] == false)
{
MilleniumItemType type = (MilleniumItemType)(int)UnityEngine.Random.Range(0, Enum.GetValues(typeof(MilleniumItemType)).Length);
float newLat = 0;
float newLon = 0;
MilleniumPuzzle prefab = Resources.Load("MilleniumItems/puzzle", typeof(MilleniumPuzzle)) as MilleniumPuzzle;
MilleniumPuzzle millenium_item = Instantiate(prefab, Vector3.zero, Quaternion.Euler(-100, 0, 0)) as MilleniumPuzzle;
millenium_item.tileManager = tileManager;
switch (i)
{
...
case 3: newLat = 48.32232f; newLon = 18.09462f; millenium_item.tag = "MI3"; break;
case 4: newLat = 48.32232f; newLon = 18.09538f; millenium_item.tag = "MI4"; break;
case 5: newLat = 48.32310f; newLon = 18.09536f; millenium_item.tag = "MI5"; break;
...
}
/// OUR LAT: 48.32232 OUR LON: 18.09462
millenium_item.Init(newLat, newLon);
items.Add(millenium_item);
}
}
然后初始化看起来像这样:
public void Init(float _lat, float _lon) {
lat = _lat;
lon = _lon;
UpdatePosition ();
}
和:
public void UpdatePosition() {
float x, y;
Vector3 position = Vector3.zero;
geodeticOffsetInv (tileManager.getLat * Mathf.Deg2Rad, tileManager.getLon * Mathf.Deg2Rad, lat * Mathf.Deg2Rad, lon * Mathf.Deg2Rad, out x, out y);
if ((lat - tileManager.getLat) < 0 && (lon - tileManager.getLon) > 0 || (lat - tileManager.getLat) > 0 && (lon - tileManager.getLon) < 0) {
position = new Vector3(x, .5f, y);
}
else {
position = new Vector3 (-x, .5f, -y);
}
position.x *= 0.300122f;
position.z *= 0.123043f;
Debug.Log("Position of inited millenium puzzle: " + position.x + " z: " + position.z);
transform.position = position;
}
很难确切说明是什么原因造成的,但是此代码块很有可能使索引超出范围异常。
for(int i = 0; i < count; i++)
{
if (googleSignIn.locationdata[i] == false)
{
相反,您应该这样做:
for(int i = 0; i < googleSignIn.locationdata.length; i++)
{
if (googleSignIn.locationdata[i] == false)
{
但是,还有另一个问题。
此类和googleSignIn
类都在Start()
中进行了初始化,因此不能保证googleSignIn
将首先执行。要解决此问题,您应该将SpawnItems();
调用移至Awake()
而不是Start()
我能够自己解决问题。将项目添加到精确坐标永远无法正常工作,因此我将项目坐标保存在数组中。然后在update()
中,我将播放器的位置与项目应位于的坐标进行比较。如果位置之间的差异是我定义的常数之间的差异,则这些项将出现在播放器周围,虽然不完全是在建筑物上,但是我不介意。示例:
`public void SpawnItems() {
itemindex = 100;
for(int i = 0; i < count; i++)
{
if (googleSignIn.locationdata[i] == false && spawnedItem[i] == false)
{
if(tileManager.getLat - itemLats[i] < 0.003f && tileManager.getLat - itemLats[i] > -0.003f && tileManager.getLon - itemLons[i] < 0.00103f && tileManager.getLon - itemLons[i] > -0.00103f)
{
MilleniumItemType type = (MilleniumItemType)(int)UnityEngine.Random.Range(0, Enum.GetValues(typeof(MilleniumItemType)).Length);
MilleniumPuzzle prefab = Resources.Load("MilleniumItems/puzzle", typeof(MilleniumPuzzle)) as MilleniumPuzzle;
MilleniumPuzzle millenium_item = Instantiate(prefab, Vector3.zero, Quaternion.Euler(-100, 0, 0)) as MilleniumPuzzle;
millenium_item.tileManager = tileManager;
float newLat = tileManager.getLat + UnityEngine.Random.Range(-0.0001f, 0.0001f);
float newLon = tileManager.getLon + UnityEngine.Random.Range(-0.0001f, 0.0001f);
if(newLat == previousLat || newLon == previousLon)
{
newLat = tileManager.getLat + UnityEngine.Random.Range(-0.0001f, 0.0001f);
newLon = tileManager.getLon + UnityEngine.Random.Range(-0.0001f, 0.0001f);
}
previousLon = newLon;
previousLat = newLat;
spawnedItem[i] = true;
millenium_item.tag = "MI" + i;
millenium_item.Init(newLat, newLon);
items.Add(millenium_item);
}
}
}
}`