目标:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tower : MonoBehaviour
{
public int height; // 砖塔的层高
public Color[] colors = new Color[2];
public GameObject brickPrefab;
// Start is called before the first frame update
void Start()
{
// 动态生成这些砖块(从砖块预制体)
for (int i = 0; i < height; i++)
{
GameObject goBrick = Instantiate(brickPrefab);
goBrick.transform.SetParent(this.transform, false);
goBrick.GetComponent<MeshRenderer>().material.color = colors[i % 2];
}
}
// Update is called once per frame
void Update()
{
}
}
并把脚本中定义为Public的变量更改为以下数据即可
打开我们的Tower脚本并把代码更改为以下所示
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tower : MonoBehaviour
{
public int height; // 砖塔的层高
public Color[] colors = new Color[2];
public GameObject brickPrefab;
// Start is called before the first frame update
void Start()
{
// 动态生成这些砖块(从砖块预制体)
for (int i = 0; i < height; i++)
{
GameObject goBrick = Instantiate(brickPrefab);
// TODO: 让每一层砖块的高度都不一样!
goBrick.transform.Translate(0, i, 0, Space.Self); // 移动一个单位
goBrick.transform.Rotate(0, 10*i, 0, Space.Self);
goBrick.transform.SetParent(this.transform, false); // 由于Level本身带缩放,所以实际放到Tower下面后,仅平移了i*0.25个单位
goBrick.GetComponent<MeshRenderer>().material.color = colors[i % 2];
}
}
// Update is called once per frame
void Update()
{
this.transform.Rotate(0, 45 * Time.deltaTime, 0);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tower : MonoBehaviour
{
public int height; // 砖塔的层高
public Color[] colors = new Color[2];
public GameObject brickPrefab;
// Start is called before the first frame update
void Start()
{
// 动态生成这些砖块(从砖块预制体)
for (int i = 0; i < height; i++)
{
GameObject goBrick = Instantiate(brickPrefab);
// TODO: 让每一层砖块的高度都不一样!
goBrick.transform.Translate(0, i, 0, Space.Self); // 移动一个单位
goBrick.transform.Rotate(0, 10*i, 0, Space.Self);
goBrick.transform.SetParent(this.transform, false); // 由于Level本身带缩放,所以实际放到Tower下面后,仅平移了i*0.25个单位
goBrick.GetComponent<MeshRenderer>().material.color = colors[i % 2];
}
StartCoroutine(RiseUpFromUnderground());
}
IEnumerator RiseUpFromUnderground()
{
// 将塔先放置在地下
this.transform.Translate(0, -height * transform.lossyScale.y, 0, Space.Self);
// 定时往上跑一定距离
while (this.transform.position.y < 0.5 * transform.lossyScale.y)
{
this.transform.Translate(0, 5 * Time.deltaTime, 0, Space.Self);
yield return null;
}
}
// Update is called once per frame
void Update()
{
this.transform.Rotate(0, 45 * Time.deltaTime, 0);
}
}
原文:https://www.cnblogs.com/raymondking123/p/11433553.html