消消乐游戏中制作阵列出现了网格都挤在一起的问题
相关代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gridarry : MonoBehaviour
{
public GameObject gridObj;
// Start is called before the first frame update
void Start()
{
for (int rowIndex = 0; rowIndex < GlobalDef.ROW_COUNT; ++rowIndex )//生成网格整行
{
for (int columIndex = 0; columIndex < GlobalDef.COLUM_COUNT; ++columIndex )//生成网格整列
{
//实例化网格物体
var obj = Instantiate(gridObj);
obj.transform.SetParent(gridObj.transform.parent, false);//当第二个参数为false时,Cube在设置父物体前后就会有所改变
obj.transform.localPosition = new Vector3((columIndex - GlobalDef.COLUM_COUNT / 2f) * GlobalDef.CELL_SIZE + GlobalDef.CELL_SIZE / 2f, (rowIndex - GlobalDef.ROW_COUNT / 2f) * GlobalDef.CELL_SIZE + GlobalDef.CELL_SIZE / 2f, 0);
}
}
gridObj.SetActive(false);
}
// Update is called once per frame
void Update()
{
}
}
不知道你这个问题是否已经解决, 如果还没有解决的话:针对消消乐游戏中出现的网格挤在一起的问题,可以尝试以下优化方案:
示例代码:
using UnityEngine;
public class GridGenerator : MonoBehaviour
{
public GameObject gridPrefab;
public int gridSize = 8;
public float gridSpacing = 1f;
void Start()
{
for(int i = 0; i < gridSize; i++)
{
for(int j = 0; j < gridSize; j++)
{
Vector3 gridPosition = new Vector3(i * gridSpacing, j * gridSpacing, 0);
Instantiate(gridPrefab, gridPosition, Quaternion.identity, transform);
}
}
}
}
使用Unity自带的2D Renderer(Sprite Renderer)而不是3D Renderer。2D Renderer可以更好地渲染2D图像,并支持批量渲染,减小性能开销。
将网格生成和消除逻辑分离,可以使用对象池(Object Pooling)技术,提高内存使用效率。当需要消除网格时,不是直接销毁游戏对象,而是将其返回对象池中,以便下次复用。
示例代码:
using System.Collections.Generic;
using UnityEngine;
public class GridManager : MonoBehaviour
{
public GameObject gridPrefab;
public int gridSize = 8;
public float gridSpacing = 1f;
private List<GameObject> grids = new List<GameObject>();
private Stack<GameObject> gridPool = new Stack<GameObject>();
void Start()
{
// Create grids
for(int i = 0; i < gridSize; i++)
{
for(int j = 0; j < gridSize; j++)
{
Vector3 gridPosition = new Vector3(i * gridSpacing, j * gridSpacing, 0);
GameObject grid = Instantiate(gridPrefab, gridPosition, Quaternion.identity, transform);
grids.Add(grid);
}
}
}
public void RemoveGrid(GameObject grid)
{
// Return grid to pool
grid.SetActive(false);
gridPool.Push(grid);
}
public void ClearGrids()
{
// Clear all grids
foreach(GameObject grid in grids)
{
grid.SetActive(false);
gridPool.Push(grid);
}
grids.Clear();
}
public GameObject GetPooledGrid()
{
// Get a grid from pool
if(gridPool.Count > 0)
{
GameObject grid = gridPool.Pop();
grid.SetActive(true);
return grid;
}
else
{
// Create a new grid
return Instantiate(gridPrefab);
}
}
}
示例代码:
using System.Collections;
using UnityEngine;
public class Grid : MonoBehaviour
{
public float moveSpeed = 5f;
public float destroyDelay = 0.5f;
public void MoveTo(Vector3 targetPosition)
{
StartCoroutine(MoveCoroutine(targetPosition));
}
private IEnumerator MoveCoroutine(Vector3 targetPosition)
{
while(Vector3.Distance(transform.position, targetPosition) > 0.1f)
{
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
yield return null;
}
// Destroy grid after delay
yield return new WaitForSeconds(destroyDelay);
Destroy(gameObject);
}
}