using UnityEngine;
using System.Collections;
using System.Text;
using UnityEditor;
// 将NavMesh转化为bitmap平面地图的类
public class MapReader : MonoBehaviour
{
#region Public Attributes
public Vector3 leftUpStart = Vector3.zero;
public float accuracy = 1;
public int height = 30;
public int wide = 30;
#endregion
#region Unity Messages
void OnGUI()
{
if (GUILayout.Button("Export"))
{
exportPoint(leftUpStart, height, wide, accuracy);
}
}
#endregion
#region Public Methods
public void Exp()
{
exportPoint(leftUpStart, wide, height, accuracy);
}
public void exportPoint(Vector3 startPos, int x, int y, float accuracy)
{
StringBuilder str = new StringBuilder();
char[,] list = new char[x, y];
for (int i = 0; i < x; i++)
{
for (int j = 0; j < y; j++)
{
list[i, j] = '#';
}
}
str.Append("startpos=").Append(startPos).Append("\r\n");
str.Append("height=").Append(y).Append("\r\nwide=").Append(x).Append("\r\naccuracy=").Append(accuracy).Append("\r\n");
for (int i = 0; i < y; ++i) // row, 即y值
{
str.Append("{");
for (int j = 0; j < x; ++j) // col, x value
{
char res = list[j, i];
UnityEngine.AI.NavMeshHit hit;
for (int k = -10; k < 30; ++k)
{ // startPos = (-30, 0, 30). x:(-30 ~ 30), y(30, -30)
if (UnityEngine.AI.NavMesh.SamplePosition(startPos + new Vector3(j * accuracy, k, -i * accuracy), out hit, 0.2f, UnityEngine.AI.NavMesh.AllAreas))
{
res = '.';
break;
}
}
Debug.DrawRay(startPos + new Vector3(j * accuracy, 0, -i * accuracy), Vector3.up, res == '.' ? Color.green : Color.red, 100f);
str.Append(res).Append(",");
}
str.Append("},\n");
}
Debug.Log(str.ToString());
System.IO.File.WriteAllText("layout.txt", str.ToString(), Encoding.UTF8);
Debug.Log("file written!");
}
#endregion
}
[CustomEditor(typeof(MapReader))]
public class NavExportHelper : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Export"))
{
var exp = target as MapReader;
exp.Exp();
}
}
}
Be careful to bake the navmesh before using it! ! !