今天用unity做作业,但是在生成自动地图的时候报错了
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapGenerator : MonoBehaviour
{
public Map[] maps;
public int mapIndex;
public Transform tilePrefab;
public Transform obstaclePrefab;
public Transform navmeshFloor;
public Transform navmeshMaskPrefab;
public Vector2 maxMapSize;
[Range(0, 1)]
public float outlinePercent;
public float tileSize;
List<Coord> allTileCoords;
Queue<Coord> shuffledTileCoords;
Map currentMap;
void Start()
{
GenerateMap();
}
public void GenerateMap()
{
currentMap = maps[mapIndex];
System.Random prng = new System.Random(currentMap.seed);
GetComponent<BoxCollider>().size = new Vector3(currentMap.mapSize.x * tileSize, .05f, currentMap.mapSize.y * tileSize);
// Generating coords
allTileCoords = new List<Coord>();
for (int x = 0; x < currentMap.mapSize.x; x++)
{
for (int y = 0; y < currentMap.mapSize.y; y++)
{
allTileCoords.Add(new Coord(x, y));
}
}
shuffledTileCoords = new Queue<Coord>(Utility.ShuffleArray(allTileCoords.ToArray(), currentMap.seed));
// Create map holder object
string holderName = "Generated Map";
if (transform.Find(holderName))
{
DestroyImmediate(transform.Find(holderName).gameObject);
}
Transform mapHolder = new GameObject(holderName).transform;
mapHolder.parent = transform;
// Spawning tiles
for (int x = 0; x < currentMap.mapSize.x; x++)
{
for (int y = 0; y < currentMap.mapSize.y; y++)
{
Vector3 tilePosition = CoordToPosition(x, y);
Transform newTile = Instantiate(tilePrefab, tilePosition, Quaternion.Euler(Vector3.right * 90)) as Transform;
newTile.localScale = Vector3.one * (1 - outlinePercent) * tileSize;
newTile.parent = mapHolder;
}
}
// Spawning obstacles
bool[,] obstacleMap = new bool[(int)currentMap.mapSize.x, (int)currentMap.mapSize.y];
int obstacleCount = (int)(currentMap.mapSize.x * currentMap.mapSize.y * currentMap.obstaclePercent);
int currentObstacleCount = 0;
for (int i = 0; i < obstacleCount; i++)
{
Coord randomCoord = GetRandomCoord();
obstacleMap[randomCoord.x, randomCoord.y] = true;
currentObstacleCount++;
if (randomCoord != currentMap.mapCentre && MapIsFullyAccessible(obstacleMap, currentObstacleCount))
{
float obstacleHeight = Mathf.Lerp(currentMap.minObstacleHeight, currentMap.maxObstacleHeight, (float)prng.NextDouble());
Vector3 obstaclePosition = CoordToPosition(randomCoord.x, randomCoord.y);
Transform newObstacle = Instantiate(obstaclePrefab, obstaclePosition + Vector3.up * obstacleHeight / 2, Quaternion.identity) as Transform;
newObstacle.parent = mapHolder;
newObstacle.localScale = new Vector3((1 - outlinePercent) * tileSize, obstacleHeight, (1 - outlinePercent) * tileSize);
Renderer obstacleRenderer = newObstacle.GetComponent<Renderer>();
Material obstacleMaterial = new Material(obstacleRenderer.sharedMaterial);
float colourPercent = randomCoord.y / (float)currentMap.mapSize.y;
obstacleMaterial.color = Color.Lerp(currentMap.foregroundColour, currentMap.backgroundColour, colourPercent);
obstacleRenderer.sharedMaterial = obstacleMaterial;
}
else
{
obstacleMap[randomCoord.x, randomCoord.y] = false;
currentObstacleCount--;
}
}
// Creating navmesh mask
Transform maskLeft = Instantiate(navmeshMaskPrefab, Vector3.left * (currentMap.mapSize.x + maxMapSize.x) / 4f * tileSize, Quaternion.identity) as Transform;
maskLeft.parent = mapHolder;
maskLeft.localScale = new Vector3((maxMapSize.x - currentMap.mapSize.x) / 2f, 1, currentMap.mapSize.y) * tileSize;
Transform maskRight = Instantiate(navmeshMaskPrefab, Vector3.right * (currentMap.mapSize.x + maxMapSize.x) / 4f * tileSize, Quaternion.identity) as Transform;
maskRight.parent = mapHolder;
maskRight.localScale = new Vector3((maxMapSize.x - currentMap.mapSize.x) / 2f, 1, currentMap.mapSize.y) * tileSize;
Transform maskTop = Instantiate(navmeshMaskPrefab, Vector3.forward * (currentMap.mapSize.y + maxMapSize.y) / 4f * tileSize, Quaternion.identity) as Transform;
maskTop.parent = mapHolder;
maskTop.localScale = new Vector3(maxMapSize.x, 1, (maxMapSize.y - currentMap.mapSize.y) / 2f) * tileSize;
Transform maskBottom = Instantiate(navmeshMaskPrefab, Vector3.back * (currentMap.mapSize.y + maxMapSize.y) / 4f * tileSize, Quaternion.identity) as Transform;
maskBottom.parent = mapHolder;
maskBottom.localScale = new Vector3(maxMapSize.x, 1, (maxMapSize.y - currentMap.mapSize.y) / 2f) * tileSize;
navmeshFloor.localScale = new Vector3(maxMapSize.x, maxMapSize.y) * tileSize;
}
bool MapIsFullyAccessible(bool[,] obstacleMap, int currentObstacleCount)
{
bool[,] mapFlags = new bool[obstacleMap.GetLength(0), obstacleMap.GetLength(1)];
Queue<Coord> queue = new Queue<Coord>();
queue.Enqueue(currentMap.mapCentre);
mapFlags[currentMap.mapCentre.x, currentMap.mapCentre.y] = true;
int accessibleTileCount = 1;
while (queue.Count > 0)
{
Coord tile = queue.Dequeue();
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
int neighbourX = tile.x + x;
int neighbourY = tile.y + y;
if (x == 0 || y == 0)
{
if (neighbourX >= 0 && neighbourX < obstacleMap.GetLength(0) && neighbourY >= 0 && neighbourY < obstacleMap.GetLength(1))
{
if (!mapFlags[neighbourX, neighbourY] && !obstacleMap[neighbourX, neighbourY])
{
mapFlags[neighbourX, neighbourY] = true;
queue.Enqueue(new Coord(neighbourX, neighbourY));
accessibleTileCount++;
}
}
}
}
}
}
int targetAccessibleTileCount = (int)(currentMap.mapSize.x * currentMap.mapSize.y - currentObstacleCount);
return targetAccessibleTileCount == accessibleTileCount;
}
Vector3 CoordToPosition(int x, int y)
{
return new Vector3(-currentMap.mapSize.x / 2f + 0.5f + x, 0, -currentMap.mapSize.y / 2f + 0.5f + y) * tileSize;
}
public Coord GetRandomCoord()
{
Coord randomCoord = shuffledTileCoords.Dequeue();
shuffledTileCoords.Enqueue(randomCoord);
return randomCoord;
}
[System.Serializable]
public struct Coord
{
public int x;
public int y;
public Coord(int _x, int _y)
{
x = _x;
y = _y;
}
public static bool operator ==(Coord c1, Coord c2)
{
return c1.x == c2.x && c1.y == c2.y;
}
public static bool operator !=(Coord c1, Coord c2)
{
return !(c1 == c2);
}
}
[System.Serializable]
public class Map
{
public Coord mapSize;
[Range(0, 1)]
public float obstaclePercent;
public int seed;
public float minObstacleHeight;
public float maxObstacleHeight;
public Color foregroundColour;
public Color backgroundColour;
public Coord mapCentre
{
get
{
return new Coord(mapSize.x / 2, mapSize.y / 2);
}
}
}
}
###### 运行结果及报错内容
IndexOutOfRangeException: Index was outside the bounds of the array.
MapGenerator.GenerateMap () (at Assets/scripts/MapGenerator.cs:32)
MapEditor.OnInspectorGUI () (at Assets/editor/MapEditor.cs:16)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <c2625a951b1d40d2b235554aa37b62ee>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
###### 我想要达到的结果
看一下你报错的是哪一行,数组下标越界了
报错说是32行越界,那就是你外部赋值的时候,mapIndex
的值不在这个数组范围内了:public Map[] maps;