创建正六边形地形块 - 平面

正六边形,内角120度,中心点到每个顶点的距离都一样,是边长。显示创建变长为1的正六边形,创建出来后的地形近似为正方形

	private void HexPlane()
    {
    
    
        float hexWidth = 2;
        float hexHeight = Mathf.Sqrt(3);
        float gap = 0.05f; // 设置间隙

        Vector3 startPos = transform.position;

        for (int x = 0; x < 10; x++)
        {
    
    
            for (int z = 0; z < 20 * hexHeight; z++)
            {
    
    
                float xPos = startPos.x + x * (hexWidth * 3 / 2f + gap);
                if (z % 2 == 1)
                    xPos += hexWidth * 1.5f / 2f + gap * 0.5f;

                float zPos = startPos.z + z * (hexHeight * 0.5f + gap * 0.5f);

                GameObject newHexagonTile =
                    Instantiate(hexPrefab, new Vector3(xPos, startPos.y, zPos), Quaternion.identity);
                newHexagonTile.transform.parent = this.transform; //将新生成的tile放入当前object下
                newHexagonTile.GetComponentInChildren<SpriteRenderer>().color = Random.ColorHSV(); //随机颜色
            }
        }
    }

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转载自blog.csdn.net/hhh314159/article/details/134207303
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