void FirstSpawn() { int random; // spawn the first street GameObject firstBlocks; GameObject firstStreet = Instantiate(street, streetSpawnPoint.transform.position, Quaternion.identity); for (int i = 0; i < 20; i++) { // spawn the obstacles and assign them as the child of street random = UnityEngine.Random.Range(0, obsPrefabs.Length-1); firstBlocks = Instantiate(obsPrefabs[random], new Vector3(leftSpawnPoint.position.x, leftSpawnPoint.position.y + 0.2f, nextSpawn), Quaternion.identity); firstBlocks.transform.parent = firstStreet.transform; if (random != 0) { firstBlocks = Instantiate(obsPrefabs[0], new Vector3(rightSpawnPoint.position.x, rightSpawnPoint.position.y + 0.2f, nextSpawn), Quaternion.identity); firstBlocks.transform.parent = firstStreet.transform; } else if (random == 0) { random = UnityEngine.Random.Range(1, obsPrefabs.Length-1); firstBlocks = Instantiate(obsPrefabs[random], new Vector3(rightSpawnPoint.position.x, rightSpawnPoint.position.y + 0.2f, nextSpawn), Quaternion.identity); firstBlocks.transform.parent = firstStreet.transform; } nextSpawn += 1f; } }
时间: 2023-06-19 21:10:55 浏览: 57
这段代码的作用是在游戏中生成第一个街道及其上的障碍物。它首先实例化了一个街道对象,并将其放置在街道生成点的位置上。然后,它通过循环生成20个障碍物,并将它们作为街道的子对象。障碍物的位置是在左边和右边的随机位置生成的,如果随机到的障碍物不是第一种类型(即random不等于0),那么还会在右边生成一个第一种类型的障碍物。最后,它会逐步增加障碍物的下一个生成位置。
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void NextSpawner() { int random; // spawn the next street GameObject myBlocks; GameObject myStreet = Instantiate(street, new Vector3(streetSpawnPoint.position.x, streetSpawnPoint.position.y, nextStreet), Quaternion.identity); for (int i = 0; i < 20; i++) { // spawn the obstacles and assign them as the child of street random = UnityEngine.Random.Range(0, obsPrefabs.Length); myBlocks = Instantiate(obsPrefabs[random], new Vector3(leftSpawnPoint.position.x, leftSpawnPoint.position.y + 0.2f, nextSpawn), Quaternion.identity); myBlocks.transform.parent = myStreet.transform; if (random != 0) { myBlocks = Instantiate(obsPrefabs[0], new Vector3(rightSpawnPoint.position.x, rightSpawnPoint.position.y + 0.2f, nextSpawn), Quaternion.identity); myBlocks.transform.parent = myStreet.transform; } else if (random == 0) { random = UnityEngine.Random.Range(1, obsPrefabs.Length); myBlocks = Instantiate(obsPrefabs[random], new Vector3(rightSpawnPoint.position.x, rightSpawnPoint.position.y + 0.2f, nextSpawn), Quaternion.identity); myBlocks.transform.parent = myStreet.transform; } nextSpawn += 1f; } nextStreet += 20f; isNext = false; } }
这段代码是一个游戏中生成道路和障碍物的函数,具体来说,它会在指定的位置生成一条街道,并在街道上随机生成20个障碍物。其中,障碍物的种类通过obsPrefabs数组中的预制体随机确定,而且如果随机到的障碍物不是第一个(obsPrefabs[0]),则在街道的两侧分别生成一个第一个障碍物。随着街道的不断生成,函数会不断更新生成下一个街道和障碍物的位置,直到游戏结束。
GameObject go=ObjectPoolManger.Instance.Spawn(bulletPrefab, FirePos.position,Quaternion.identity);
这段代码通过对象池管理器(ObjectPoolManger)来生成(bulletPrefab)子弹对象,并将其实例化到(FirePos.position)发射位置,并将其旋转角度设置为默认(Quaternion.identity)。
具体来说,这段代码的作用是:
1. 从对象池中获取一个可用的(bulletPrefab)对象;
2. 将其实例化到指定位置(FirePos.position);
3. 将其旋转角度设置为默认(Quaternion.identity);
4. 返回该实例化后的对象,以便进行后续操作。
使用对象池来生成对象,能够有效减少内存的使用和GC的频率,提高游戏的性能和流畅度。