我试图在Y轴上逐个产生+0.6空间的对象。对象应该是0.6,1.2,1.8,2.4,3等,而它看起来像0.6,1.8,3.6,6,9等。我不知道发生了什么,所以我希望你能帮助我,这是一个代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour {
public GameObject cubeOne, cubeDouble, cubeTriple, cubeQuattro, cubeOneShort, cubeDoubleShort, cubeTripleShort, cubeQuattroShort, sphereOne, sphereDouble, sphereTriple, sphereQuattro, sphereOneShort, sphereDoubleShort, sphereTripleShort, sphereQuattroShort;
int whatToSpawn;
float position;
int yRotation;
void Update () {
whatToSpawn = Random.Range(1, 5);
position += 0.6f;
Vector3 newPosition = transform.position;
newPosition.y += position;
switch (whatToSpawn)
{
case 1:
Instantiate(cubeOne, transform.position = newPosition, transform.rotation * Quaternion.Euler(90, 0, 0));
Debug.Log(position);
break;
case 2:
Instantiate(cubeDouble, transform.position = newPosition, transform.rotation * Quaternion.Euler(90, 0, 0));
Debug.Log(position);
break;
case 3:
Instantiate(cubeTriple, transform.position = newPosition, transform.rotation * Quaternion.Euler(90, 0, 0));
Debug.Log(position);
break;
case 4:
Instantiate(cubeQuattro, transform.position = newPosition, transform.rotation * Quaternion.Euler(90, 0, 0));
Debug.Log(position);
break;
}
}
}
谢谢你的回答。
假设您正在尝试使用Instantiate重载public static Object Instantiate(Object original, Vector3 position, Quaternion rotation);
。
Instantiate中的代码正在移动spawner的transform.position。将实例化代码更改为:
Instantiate(cubeOne, newPosition, transform.rotation * Quaternion.Euler(90, 0, 0));
您将position
添加到newposition
并每次将position
增加0.6并将其分配给产卵对象。所以我看到的是这样的:
loops | position | newposition | p + np = result
-------------------------------------------------------
1 | 0.6 | 0 | 0+0.6 = 0.6
+0.6 .-------------------↵
↓ ↓
2 | 1.2 | 0.6 | 1.2+0.6 = 1.8
+0.6 .-------------------↵
↓ ↓
3 | 1.8 | 1.8 | 1.8+1.8 = 3.6
等等...
所以我认为这只是数学上的。因此Fish提出的解决方法。