我正在把棋盘游戏称为Hex。当我点击一个图块时,它会变为蓝色或黄色,但我还需要知道该图块的坐标是什么。
我不能用...
rend.transform.position;
...因为我想要接收的坐标看起来类似于左下角的(0,0)和它上面的(0,1):
控制台中的坐标是我需要接收的坐标。
我在生成十六进制映射时使用列和行变量将这些打印出来:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HexMap : MonoBehaviour
{
// Use this for initialization
void Start()
{
GenerateMap();
}
public GameObject HexPrefab;
public void GenerateMap()
{
for (int column = 0; column < 11; column++)
{
for (int row = 0; row < 11; row++)
{
// Instantiate a Hex
Hex h = new Hex(column, row);
Instantiate(HexPrefab, h.Position(), Quaternion.identity, this.transform);
Debug.Log(column + "," + row);
}
}
}
}
我希望能够在此处使用此脚本单击十六进制磁贴时获取坐标:
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using UnityEngine;
using UnityEngine.Networking;
public class ColorChange : MonoBehaviour {
public Color[]colors; // allows input of material colors in a set sized array
public SpriteRenderer rend; // what are we rendering? the hex
public enum Player {ONE, TWO};
public static Player currentPlayer = Player.ONE;
// Use this for initialization
void Start () {
rend = GetComponent<SpriteRenderer> (); // gives functionality for the renderer
}
void NextPlayer() {
if( currentPlayer == Player.ONE ) {
currentPlayer = Player.TWO;
}
else if( currentPlayer == Player.TWO) {
currentPlayer = Player.ONE;
}
}
// Update is called once per frame
void OnMouseDown () {
// if there are no colors present nothing happens
if (colors.Length == 0)
return;
if (currentPlayer == Player.ONE)
rend.color = colors [0];
else if (currentPlayer == Player.TWO)
rend.color = colors [1];
NextPlayer();
}
这是我用来确定六角形瓷砖需要的位置的脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hex{
public Hex (int q, int r){
this.Q = q;
this.R = r;
}
public readonly int Q; // x
public readonly int R; // y
static readonly float WIDTH_MULTIPLIER = Mathf.Sqrt(3) / 2;
public Vector2 Position(){
float radius = 0.513f;
float height = radius * 2;
float width = WIDTH_MULTIPLIER * height;
float vert = height * 0.75f;
float horiz = width;
return new Vector2(horiz * (this.Q - this.R/2f), vert * this.R);
}
}
我想我需要能够在实例化时为每个Hex Model分配列和行的值,但我不知道该怎么做。我尝试了几种我在网上找到的解决方案以及使用GetComponent,但我无法让它们工作。如果有人知道如何做到这一点我会非常感激!
GetComponent
在您的情况下不起作用的原因是因为Coordinates脚本位于十六进制预制件的子对象上。您可以通过调用GetComponentInChildren
来访问子对象上的组件。它看起来像下面这样:
// Instantiate a Hex
Hex h = new Hex(column, row);
// Instantiate the prefab
GameObject instance = Instantiate(HexPrefab, h.Position(), Quaternion.identity, this.transform);
// Let's find the coorinates component on the hex prefab instance.
Coordinates coordinates = instance.GetComponentInChildren<Coordinates>();
// now you may assign the column and row values to it
// ...
有许多可能的方法来解决这个问题。但是请记住组件在预制层次结构中的位置,你会没事的。