私が取り組んでいる 3D フラクタル ベースの作品で、実行時に一連の基本的な球体とカプセル メッシュ オブジェクトを生成しています。
私のスクリプトは、球またはカプセルのいずれかをランダムに選択し、さまざまな向きの可能性に基づいて配置します。各メッシュが作成されるときに適切なコライダーを割り当てる方法について助けが必要です。
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class BuildFractal : MonoBehaviour
{
public Mesh[] meshes;
public Material material;
public Material[,] materials;
private Rigidbody rb;
public int maxDepth; // max children depth
private int depth;
public float childScale; // set scale of child objects
public float spawnProbability; // determine whether a branch is created or not
public float maxRotationSpeed; // set maximium rotation speed
private float rotationSpeed;
public float maxTwist;
public Text positionText;
public int objectMass;
// Create arrays for direction and orientation data
private static Vector3[] childDirections = {
Vector3.up,
Vector3.right,
Vector3.left,
Vector3.forward,
Vector3.back,
// Vector3.down
};
private static Quaternion[] childOrientations = {
Quaternion.identity,
Quaternion.Euler(0f, 0f, -90f),
Quaternion.Euler(0f, 0f, 90f),
Quaternion.Euler(90f, 0f, 0f),
Quaternion.Euler(-90f, 0f, 0f),
// Quaternion.Euler(180f, 0f, 0f)
};
private void Start ()
{
Rigidbody rb;
rotationSpeed = Random.Range(-maxRotationSpeed, maxRotationSpeed);
transform.Rotate(Random.Range(-maxTwist, maxTwist), 0f, 0f);
if (materials == null)
{
InitializeMaterials();
}
// Select from random range of meshes
gameObject.AddComponent<MeshFilter>().mesh = meshes[Random.Range(0, meshes.Length)];
// Select from random range of colors
gameObject.AddComponent<MeshRenderer>().material = materials[depth, Random.Range(0, 2)];
// Add Rigigbody to each object
rb = gameObject.AddComponent<Rigidbody>();
rb.useGravity = false;
rb.mass = objectMass;
// Create Fractal Children
if (depth < maxDepth)
{
StartCoroutine(CreateChildren());
}
}
private void Update ()
{
transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f);
}
private void Initialize (BuildFractal parent, int childIndex)
{
maxRotationSpeed = parent.maxRotationSpeed;
// copy mesh and material references from parent object
meshes = parent.meshes;
materials = parent.materials;
maxTwist = parent.maxTwist;
// set depth and scale based on variables defined in parent
maxDepth = parent.maxDepth;
depth = parent.depth + 1;
childScale = parent.childScale;
transform.parent = parent.transform; // set child transform to parent
// transform.localScale = Vector3.one * childScale;
transform.localScale = Vector3.one * Random.Range(childScale / 10, childScale * 1);
transform.localPosition = childDirections[childIndex] * (Random.Range((0.1f + 0.1f * childScale),(0.9f + 0.9f * childScale)));
transform.localRotation = childOrientations[childIndex];
spawnProbability = parent.spawnProbability;
}
private void InitializeMaterials ()
{
materials = new Material[maxDepth + 1, 2];
for (int i = 0; i <= maxDepth; i++)
{
float t = i / (maxDepth - 1f);
t *= t;
// Create a 2D array to hold color progressions
materials[i, 0] = new Material(material);
materials[i, 0].color = Color.Lerp(Color.gray, Color.white, t);
materials[i, 1] = new Material(material);
materials[i, 1].color = Color.Lerp(Color.white, Color.cyan, t);
}
// materials[maxDepth, 0].color = Color.white;
materials[maxDepth, 1].color = Color.white;
}
private IEnumerator CreateChildren ()
{
for (int i = 0; i < childDirections.Length; i++)
{
if (Random.value < spawnProbability)
{
yield return new WaitForSeconds(Random.Range(0.1f, 1.5f));
new GameObject("Fractal Child").AddComponent<BuildFractal>().Initialize(this, i);
}
}
}
/*void OnCollisionEnter(Collision col)
{
if(col.gameObject.name == "Fractal Child")
{
Destroy(this.gameObject);
}
}*/
}