C# 嵌套For循环-在Unity中生成卡坦式十六进制网格
正如标题所示,我正在尝试使用C#在Unity中生成一个程序性的十六进制网格C# 嵌套For循环-在Unity中生成卡坦式十六进制网格,c#,for-loop,unity3d,hexagonal-tiles,C#,For Loop,Unity3d,Hexagonal Tiles,正如标题所示,我正在尝试使用C#在Unity中生成一个程序性的十六进制网格 void Start() { //5月中旬 startRowSize=5; 对于(int i=0;i
void Start()
{
//5月中旬
startRowSize=5;
对于(int i=0;i 对于(int row=0;row),在花了几个小时的时间处理代码之后,我发现了为什么它不能正确地迭代。他是经过改进的代码
void Start ()
{
//5 mid
startRowSize = 10;
for (int i = 0; i < startRowSize; i++)
{
GameObject newHex = (GameObject)Instantiate(hex);
hexWidth = newHex.gameObject.renderer.bounds.size.z;
newHex.transform.Rotate(new Vector3(0,30,0));
newHex.transform.position = new Vector3((i * hexWidth),0,0);
}
for (int row = 0; row < startRowSize; row++)
{
for (int i = 0; i < startRowSize-1-row; i++)
{
GameObject newHex = (GameObject)Instantiate(hex);
newHex.transform.Rotate(new Vector3(0,30,0));
if (row == 0)
{
newHex.transform.position = new Vector3(((i*hexWidth)+(hexWidth/2)),0,-(hexWidth/1.17f));
}
else
{
newHex.transform.position = new Vector3((i*hexWidth)+((row+1)*(hexWidth/2)),0,(row+1)*-(hexWidth/1.17f));
}
}
}
for (int row = 0; row < startRowSize; row++)
{
for (int i = 0; i < startRowSize-1-row; i++)
{
GameObject newHex = (GameObject)Instantiate(hex);
newHex.transform.Rotate(new Vector3(0,30,0));
if (row == 0)
{
newHex.transform.position = new Vector3(((i*hexWidth)+(hexWidth/2)),0,(hexWidth/1.17f));
}
else
{
newHex.transform.position = new Vector3((i*hexWidth)+((row+1)*(hexWidth/2)),0,(row+1)*(hexWidth/1.17f));
}
}
}
}
void Start()
{
//5月中旬
startRowSize=10;
对于(int i=0;i
现在,有人能建议一下如何清理一下吗?我的大脑已经失灵了…只是一个提示,清醒发生在开始之前()
void Start ()
{
//5 mid
startRowSize = 10;
for (int i = 0; i < startRowSize; i++)
{
GameObject newHex = (GameObject)Instantiate(hex);
hexWidth = newHex.gameObject.renderer.bounds.size.z;
newHex.transform.Rotate(new Vector3(0,30,0));
newHex.transform.position = new Vector3((i * hexWidth),0,0);
}
for (int row = 0; row < startRowSize; row++)
{
for (int i = 0; i < startRowSize-1-row; i++)
{
GameObject newHex = (GameObject)Instantiate(hex);
newHex.transform.Rotate(new Vector3(0,30,0));
if (row == 0)
{
newHex.transform.position = new Vector3(((i*hexWidth)+(hexWidth/2)),0,-(hexWidth/1.17f));
}
else
{
newHex.transform.position = new Vector3((i*hexWidth)+((row+1)*(hexWidth/2)),0,(row+1)*-(hexWidth/1.17f));
}
}
}
for (int row = 0; row < startRowSize; row++)
{
for (int i = 0; i < startRowSize-1-row; i++)
{
GameObject newHex = (GameObject)Instantiate(hex);
newHex.transform.Rotate(new Vector3(0,30,0));
if (row == 0)
{
newHex.transform.position = new Vector3(((i*hexWidth)+(hexWidth/2)),0,(hexWidth/1.17f));
}
else
{
newHex.transform.position = new Vector3((i*hexWidth)+((row+1)*(hexWidth/2)),0,(row+1)*(hexWidth/1.17f));
}
}
}
}
void Awake()
{
//5 mid
startRowSize = 10;
for (int i = 0; i < startRowSize; i++)
{
GameObject newHex = HexCreator();
hexWidth = newHex.gameObject.renderer.bounds.size.z;
newHex.transform.position = new Vector3(i * hexWidth, 0, 0);
}
for (int row = 0; row < startRowSize; row++)
for (int i = 0; i < startRowSize-1-row; i++)
{
GameObject newHex = HexCreator();
if (row == 0)
newHex.transform.position = new Vector3(i*hexWidth + hexWidth/2, 0, -(hexWidth/1.17f));
else
newHex.transform.position = new Vector3(i*hexWidth + ((row+1)*(hexWidth/2)), 0,(row+1)*-(hexWidth/1.17f));
}
for (int row = 0; row < startRowSize; row++)
for (int i = 0; i < startRowSize-1-row; i++)
{
GameObject newHex = HexCreator();
if (row == 0)
newHex.transform.position = new Vector3(i*hexWidth+ hexWidth/2, 0, hexWidth/1.17f);
else
newHex.transform.position = new Vector3(i*hexWidth + ((row+1)*(hexWidth/2)), 0, (row+1)*(hexWidth/1.17f));
}
}
private GameObject HexCreator()
{
GameObject newHex = (GameObject)Instantiate(hex);
newHex.transform.Rotate(new Vector3(0,30,0));
return newHex;
}