Unity3D柏林噪声动态地形和地面区块的移动管理

效果演示:

效果演示

一、柏林噪声动态地形 (BerlinNoiseGround.cs)

通过在运行时不断调整地形高度,创建出动态变化的自然地形效果。

柏林噪声+指数缩放

定义变量:

    public Vector3 height;
    public float minNoise;
    public float maxNoise;
    public GameObject noiseGround;
    public float noise;
    public float scale;

    // 添加控制速度的参数
    public float scaleSpeed;
    public float powBase;    // 对数变化的基数
    public float timeMultiplier; // 时间缩放系数
    private float elapsedTime;   // 初始时间

初始化:

    private void OnEnable()
    {
        timeMultiplier = 0.8f;
        scale = 5f;
        scaleSpeed = 1f;
        powBase = 1.01f;
        elapsedTime = Time.time;
    }

更新:

    private void Update()
    {
        float currentTime = Time.time - elapsedTime;
        // 指数增长公式:logTime = powBase^(currentTime * timeMultiplier)
        float logTime = Mathf.Pow(powBase, currentTime * timeMultiplier);

        // 更新比例尺(指数增长)
        scale += scaleSpeed * logTime;
        // 计算柏林噪声
        noise = Mathf.PerlinNoise(
            transform.position.x / scale,
            transform.position.z / scale
        );

        // 计算并应用高度
        float heightY = Mathf.Lerp(minNoise, maxNoise, noise);
        height = new Vector3(3, heightY, 3);
        noiseGround.transform.localScale = height;
    }
  • 使用指数计算确保地形变化前期快、后期平稳
  • 根据网格位置生成地形高度
  • scale随时间增加使地形变化逐渐平缓
  • 不用三角函数是这样在场景中更有随机性而不是简单的周期结构
  • 挂载在每一个地面物体上

 二、智能地面区块管理 (MoveGround.cs)

数据定义与初始化:

    public GameObject player;
    public List<GameObject> childrens;
    public List<GameObject> closedGameObject;
    public List<Vector2Int> childrensPosition;
    private void Awake()
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            childrens.Add(transform.GetChild(i).gameObject);
            childrensPosition.Add(new Vector2Int((int)transform.GetChild(i).position.x,(int)transform.GetChild(i).position.z));
        }
    }

根据角色更新地面物体位置:

if (player.transform.localScale.x > 0)
{
    foreach (GameObject child in childrens)
    {
        if (!child.activeSelf) continue;
        Vector2 playerPosition = new Vector2(player.transform.position.x, player.transform.position.z);
        Vector2 childPosition = new Vector2(child.transform.position.x, child.transform.position.z);
        if ((childPosition.x - playerPosition.x) < -5f)
        {
            childrensPosition.Remove(new Vector2Int((int)child.transform.position.x, (int)child.transform.position.z));
            closedGameObject.Add(child);
            child.SetActive(false);
            BuildGameObject();
        }
    }
}
if (player.transform.localScale.x < 0)
{
    foreach (GameObject child in childrens)
    {
        if (!child.activeSelf) continue;
        Vector2 playerPosition = new Vector2(player.transform.position.x, player.transform.position.z);
        Vector2 childPosition = new Vector2(child.transform.position.x, child.transform.position.z);
        if ((childPosition.x - playerPosition.x) > 5f)
        {
            childrensPosition.Remove(new Vector2Int((int)child.transform.position.x, (int)child.transform.position.z));
            closedGameObject.Add(child);
            child.SetActive(false);
            BuildGameObject();
        }
    }
}

改变物体位置方法:

    private void BuildGameObject()
    {
        GameObject a=null;
        if (closedGameObject.Count > 0)
        {
            a = closedGameObject[0];
            closedGameObject.RemoveAt(0);
        }
        GameObject go = AddGameObject();
        Vector2 vector2 = ActiveGameObject(go);
        a.transform.position = new Vector3(vector2.x, 0, vector2.y);
        a.SetActive(true);
        childrensPosition.Add(new Vector2Int((int)a.transform.position.x, (int)a.transform.position.z));
    }

遍历所有物体并返回处于边缘位置的物体的值:

    private GameObject AddGameObject()
    {
        GameObject theGo=null;
        float minPo = 999f;
        foreach(GameObject child in childrens)
        {
            if(CheakHasGameObject(child.transform.position.x, child.transform.position.z))
            {
                continue;
            }
            float a = (child.transform.position - player.transform.position).magnitude;
            if(a < minPo)
            {
                minPo = a ;
                theGo = child;
            }
        }
        if (theGo != null)
        {
            return theGo;
        }
        return null;
    }

查看8邻域是否有物体:

    private bool CheakHasGameObject(float x,float z)
    {
        int eP = 0;
        if (childrensPosition.Exists(pos => pos == new Vector2(x + 3, z + 3))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x + 3, z))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x + 3, z - 3))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x, z + 3))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x, z - 3))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x - 3, z + 3))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x - 3, z))) eP += 1;
        if (childrensPosition.Exists(pos => pos == new Vector2(x - 3, z - 3))) eP += 1;
        if (eP == 8) return true;
        return false;
    }

对于边缘物体来说,找到并返回可以使用的坐标位置:

    private Vector2 ActiveGameObject(GameObject go)
    {
        int x = (int)go.transform.position.x;
        int z = (int)go.transform.position.z;
        if (!childrensPosition.Exists(pos => pos == new Vector2(x + 3, z + 3)))
        {
            return new Vector2(x +3, z + 3);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x + 3, z)))
        {
            return new Vector2(x + 3, z);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x + 3, z - 3)))
        {
            return new Vector2(x + 3, z - 3);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x, z + 3)))
        {
            return new Vector2(x, z + 3);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x, z - 3)))
        {
            return new Vector2(x, z - 3);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x - 3, z + 3)))
        {
            return new Vector2(x - 3, z + 3);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x - 3, z)))
        {
            return new Vector2(x - 3, z);
        }
        if (!childrensPosition.Exists(pos => pos == new Vector2(x - 3, z - 3)))
        {
            return new Vector2(x - 3, z - 3);
        }
        Debug.Log("错误,找不到空余坐标");
        return Vector2.zero;
    }

总体来说,第二个脚本的思路为,计算玩家与物块的距离决定是否关闭物体并加入对象池,同时把寻找离玩家最近的边缘物体(为什么要这样做?因为我们要保证场景中地面的总面积不会减少,而且非边缘物块没有可以放置的区域,故需要寻找边缘物体,为什么要找最近的?因为那是最需要的,再不填充玩家就掉下去了),寻找边缘物体8邻域中空闲的位置,在这个位置放置进入对象池的方块。至于最后的Debug,原则上是不会执行的,因为我们已经排除了非边缘情况,边缘的8邻域一定是有空闲位置的。这样我们就实现了物块的更新。

总体代码简单,只是需要一些数学逻辑,拜拜。

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