UNITY 超快速 在UNITY画网格GRID

首先,下载一个shapes插件!

为shapes插件的立刻绘画模式创建一个脚本

using Shapes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;


namespace XXX
{
    [ExecuteAlways]
    public class DrawController : ImmediateModeShapeDrawer
    {
        public Camera cam;

        // Start is called before the first frame update
        void Start()
        {

        }

        // Update is called once per frame
        void Update()
        {

        }

        // called by the ImmediateModeShapeDrawer base type
        public override void DrawShapes(Camera cam)
        {
            if (cam != this.cam) // only draw in the player camera
                return;

            using (Draw.Command(cam))
            {
                Draw.ZTest = CompareFunction.Less ; // to make sure it draws on top of everything like a HUD                                                    //Draw.Matrix = crosshairTransform.localToWorldMatrix; // draw it in the space of crosshairTransform
                Draw.BlendMode = ShapesBlendMode.Transparent;
                Draw.LineGeometry = LineGeometry.Flat2D;
                Draw.Thickness = 0.01f;
                //在这里写draw函数
            }
        }
    }
}


    public class GridPos
    {


        public int width;
        public int height;
        private float cellSize;
        public Vector3 originPosition;



        public GridPos(int width, int height, float cellSize, Vector3 originPosition)
        {
            this.width = width;
            this.height = height;
            this.cellSize = cellSize;
            this.originPosition = originPosition;

            //bool showDebug = false;
            //if (showDebug) {
            //    //TextMesh[,] debugTextArray = new TextMesh[width, height];

            //    for (int x = 0; x < this.width; x++) {
            //        for (int y = 0; y < this.height; y++) {
            //            //debugTextArray[x, y] = UtilsClass.CreateWorldText("", null, GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, 30, Color.white, TextAnchor.MiddleCenter);
            //            Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), Color.white, 100f);
            //            Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x + 1, y), Color.white, 100f);
            //        }
            //    }
            //    Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f);
            //    Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f);


            //}
        }

        public int GetWidth()
        {
            return width;
        }

        public int GetHeight()
        {
            return height;
        }

        public float GetCellSize()
        {
            return cellSize;
        }

        public Vector3 GetWorldPosition(int x, int y)
        {
            return new Vector3(x, y) * cellSize + originPosition;
        }
        public Vector3 GetWorldPosition2(int x, int y)
        {

            return new Vector3(x, y) * cellSize + originPosition + new Vector3(cellSize / 2, cellSize / 2, 0);
        }

        //GetXY(worldPosition, out x, out y);
        public void GetXY(Vector3 worldPosition, out int x, out int y)
        {
            x = Mathf.FloorToInt((worldPosition - originPosition).x / cellSize);
            y = Mathf.FloorToInt((worldPosition - originPosition).y / cellSize);
        }

        public List GetAllJustPoint()
        {
            List m_linePoints = new List();
            for (int x = 0; x < this.width; x++)
            {
                for (int y = 0; y < this.height; y++)
                {

                    m_linePoints.Add(GetWorldPosition(x, y));
                }
            }
            return m_linePoints;
        }
     public List GetAllPoint()
    {
        List m_linePoints = new List();
        for (int x = 0; x < this.width; x++)
        {
            for (int y = 0; y < this.height; y++)
            {
                Vector3[] rows = new Vector3[2];
                rows[0] = GetWorldPosition(x, y);
                rows[1] = GetWorldPosition(x, y + 1);
                m_linePoints.Add(rows);
                Vector3[] cols = new Vector3[2];
                //debugTextArray[x, y] = UtilsClass.CreateWorldText("", null, GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, 30, Color.white, TextAnchor.MiddleCenter);
                cols[0] = GetWorldPosition(x, y);
                cols[1] = GetWorldPosition(x + 1, y);
                m_linePoints.Add(cols);
            }
        }
        Vector3[] rows2 = new Vector3[2];
        rows2[0] = GetWorldPosition(0, height);
        rows2[1] = GetWorldPosition(width, height);
        m_linePoints.Add(rows2);
        Vector3[] cols2 = new Vector3[2];
        cols2[0] = GetWorldPosition(width, 0);
        cols2[1] = GetWorldPosition(width, height);
        m_linePoints.Add(cols2);
        return m_linePoints;

    }

在文件中创建这样一个脚本。

使用这句话创建一个网格

 GridPos gp1 =new GridPos((int)width, (int)height, 1, new Vector3(0.5f, 0.5f, 0) + offposition);
List m_linePoints_point = gp1.GetAllPoint();//这是要绘画出来的点

然后用下列语句添加在 DrawController 中,进行绘制:

                for (int i = 0; i < m_linePoints_point.Count; i++)
                {
                  
                    //Debug.Log(m_linePoints[i][0]);
                    Draw.Line(m_linePoints_point[i][0], m_linePoints_point[i][1], UnityEngine.Color.gray);
                }

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