继续今天的学习心得,unity中小地图的制作,实现了小地图中红色小箭头代表场景中的主角,然后人物方向的转变,小地图中箭头也随之改变方向。
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然后记录网格所在的位置,并且取消MeshCollider,用截图工具截取这网格所在的位置,截出一张一模一样大小的图片,这就是我们小地图的来源。截取好了之后记得将MeshCollider勾选上,后面会在代码中需要计算人物所在的位置,也就正是通过这网格文件来计算的。
using UnityEngine;
using System.Collections;
public class map : MonoBehaviour {
public Texture map1;//小地形图
public Texture jueseTexture;//标识角色的图片
float juesePosX = 0;
float juesePosY = 0;
public GameObject player;//角色
public GameObject plane;//地形
float planeWidth;//地形的宽
float planeHeight;//地形的高
float angle = 0; //人物旋转的角度
void Start()
{
//获取地形的宽高
planeWidth = plane.GetComponent<MeshFilter>().mesh.bounds.size.x * plane.transform.localScale.x;
planeHeight = plane.GetComponent<MeshFilter>().mesh.bounds.size.z * plane.transform.localScale.z;
print("width+heith:"+planeWidth + ", " + planeHeight);
print("bounds:" + plane.GetComponent<MeshFilter>().mesh.bounds);
}
void OnGUI()
{
GUI.DrawTexture(new Rect(Screen.width-map1.width, 0, map1.width, map1.height), map1);
GUIUtility.RotateAroundPivot(angle, new Vector2((Screen.width - map1.width)+juesePosX + 5, juesePosY + 5));
GUI.DrawTexture(new Rect((Screen.width - map1.width)+juesePosX, juesePosY, 10, 10), jueseTexture);
}
void Update()
{
print("people:" + player.transform.position.x + "," + player.transform.position.y);
print(1);
//根据palyer在plane的比例关系,映射到对应地图位置。
juesePosX = map1.width * player.transform.position.x / planeWidth + map1.width / 2;
juesePosY = map1.height * (-player.transform.position.z) / planeHeight + map1.height / 2;
print("x:" + juesePosX + "y:" + juesePosY);
angle = player.transform.eulerAngles.y-90;
print("angle:" + angle);
}
}
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原文:http://blog.csdn.net/dingxiaowei2013/article/details/18571083