Item Description: instantiating a random color object per frame (Cube), random coordinates in a certain range; and narrow object every frame, when reduced to a certain size, the destruction of the object
Code Description:
public class CubeSpawner : MonoBehaviour
{
public GameObject cubePrefabVar; //实例化物体原型
public List<GameObject> gameObjectList; //生成物体的表
public float scalingFactor = 0.95f; //每次缩小的比例
public int numCubes = 0; //生成物体编号
void Start()
{
gameObjectList = new List<GameObject>(); //初始化
}
void Update()
{
numCubes++;
//实例化一个 cubePrefabVar物体,返回类型为GameObject,接受者是gObj
GameObject gObj = Instantiate(cubePrefabVar) as GameObject;
//设置物体的名字,并设置随机颜色
gObj.name = "Cube " + numCubes;
Color c = new Color(Random.value, Random.value, Random.value);
gObj.GetComponent<MeshRenderer>().material.color = c;
//物体的坐标随机分布在 球心(0,0,0) * 10 内
gObj.transform.position = Random.insideUnitSphere * 10;
//将新创建的物体添加到 已存物体表 内
gameObjectList.Add(gObj);
//同时创建 待删物体表
List<GameObject> removeList = new List<GameObject>();
//遍历 已存物体表
foreach(GameObject goTemp in gameObjectList)
{
//缩小每一个 已存物体的几何尺寸
float scale = goTemp.transform.localScale.x;
scale *= scalingFactor;
goTemp.transform.localScale = Vector3.one * scale;
//当尺寸达到临界值,则将物体添加到 待删物体表
if (scale <= 0.1f)
removeList.Add(goTemp);
}
//遍历 待删物体表
foreach(GameObject goTemp in removeList)
{
//移除对象并销毁
gameObjectList.Remove(goTemp);
Destroy(goTemp);
}
//备注:C#不允许在遍历 当前List 的 foreach()内 修改当前List 内的元素;
//故本例需要两个 foreach()配合实现功能
}
}