unity vs断点什么插件可以打断点

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你可能喜欢unity自带的monodevelop不能设断点调试该怎么办,重装unity也没有用。_百度知道
unity自带的monodevelop不能设断点调试该怎么办,重装unity也没有用。
这是它提示的东西
我有更好的答案
unity的选项里面有个 editor attaching,把打打上勾。
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加入CSDN,享受更精准的内容推荐,与500万程序员共同成长!&figure&&img src=&https://pic4.zhimg.com/v2-cd9da1565ea12_b.jpg& data-rawwidth=&695& data-rawheight=&364& class=&origin_image zh-lightbox-thumb& width=&695& data-original=&https://pic4.zhimg.com/v2-cd9da1565ea12_r.jpg&&&/figure&&h2&PDF文档下载&/h2&&blockquote&这是,絮大王认真排版了的&b&PDF版本&/b&,你可以直接下载PDF版本进行观看。&br&此文档由 &b&絮大王&/b& 翻译并制作!转载请注明出处!请注明出处!&br&PDF文档下载地址:&a href=&https://link.zhihu.com/?target=http%3A//blog.xudawang.fun/wp-content/uploads/4.pdf& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&点击下载&/a&&/blockquote&&p&&br&&/p&&h2&方法介绍&/h2&&p&我们在网上很容易就可以查到屏幕坐标转世界坐标的相关文章,但是 屏幕坐标转UI坐标(UGUI) 的相关文章却非常少!就算有,也是讲得不清不楚的。&/p&&p&首先我们来明确下三个坐标概念:&/p&&p&&b&世界坐标:&/b&指的是Transform组件的position字段&/p&&p&&b&UI坐标:&/b&指的是RectTransform组件的anchoredPosition字段&/p&&figure&&img src=&https://pic4.zhimg.com/v2-218ab71fef94cb97f144dfdb_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&314& data-rawheight=&178& class=&content_image& width=&314&&&/figure&&p&&br&&/p&&p&&b&屏幕坐标:&/b&指的是屏幕空间的坐标 (也可以说是相机空间的坐标)。反正关于屏幕坐标,大家只要知道以下2点即可&/p&&ol&&li&我们在Unity中获取的鼠标的坐标,就是屏幕坐标!&/li&&li&屏幕坐标和世界坐标不是一个东西,屏幕坐标和UI坐标不是一个东西!&/li&&/ol&&p&Unity官方提供了一个方法,让我们可以很简单的把屏幕坐标 转换成UI坐标!&/p&&p&这个方法就是:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&n&&RectTransformUtility&/span&&span class=&p&&.&/span&&span class=&n&&ScreenPointToLocalPointInRectangle&/span&&span class=&p&&(&/span&&span class=&n&&RectTransform&/span& &span class=&n&&rect&/span&&span class=&p&&,&/span& &span class=&n&&Vector2&/span& &span class=&n&&screenPoint&/span&&span class=&p&&,&/span& &span class=&n&&Camera&/span& &span class=&n&&cam&/span&&span class=&p&&,&/span& &span class=&k&&out&/span& &span class=&n&&Vector2&/span& &span class=&n&&localPoint&/span&&span class=&p&&);&/span&
&/code&&/pre&&/div&&p&&br&&/p&&p&但是,我一直没太搞懂这个方法,网上又查找不到相关的资料。&/p&&p&官方文档感觉根本没描述清楚,只有自己慢慢尝试。&/p&&p&以下是自己对官方文档的翻译,以及自己尝试之后对官方文档的一些理解。&/p&&p&理解之后,这个方法还是非常好用哒!&/p&&p&(很可能有错误的地方,希望大家指出呢!文章开头有排版好的PDF文件,欢迎观看+下载哒!)&/p&&p&&br&&/p&&h2&参数详解&/h2&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&n&&RectTransformUtility&/span&&span class=&p&&.&/span&&span class=&n&&ScreenPointToLocalPointInRectangle&/span&&span class=&p&&(&/span&
&span class=&n&&RectTransform&/span& &span class=&n&&rect&/span&&span class=&p&&,&/span&
&span class=&n&&Vector2&/span& &span class=&n&&screenPoint&/span&&span class=&p&&,&/span&
&span class=&n&&Camera&/span& &span class=&n&&cam&/span&&span class=&p&&,&/span&
&span class=&k&&out&/span& &span class=&n&&Vector2&/span& &span class=&n&&localPoint&/span&&span class=&p&&);&/span&
&/code&&/pre&&/div&&p&&br&&/p&&p&&b&参数 rect:&/b&&/p&&p&这个参数需要你提供一个父物体的RectTransform。因为这个方法是取得UI坐标,而UI坐标都是局部坐标,所以一定需要一个父物体,才能计算出局部坐标。(有父物体才有局部坐标对吧!)&/p&&p&最后,这个方法就会把屏幕上的点转化为这个父物体下的局部坐标。&/p&&p&&br&&/p&&p&&b&参数&/b& &b&screenPoint:&/b&&/p&&p&这个参数需要你提供一个屏幕空间 的坐标 (屏幕坐标)。&/p&&p&最后,这个方法会把这个屏幕坐标 转化为ui坐标。&/p&&p&&br&&/p&&p&&b&参数 cam:&/b&&/p&&p&这个参数需要你指定一个相机。&/p&&p&因为UI坐标是根据相机来确定的。(如果Canvas是Screen Space-overlay模式,cam参数应为null)&/p&&p&&br&&/p&&p&&b&参数 localPoint:&/b&&/p&&p&这个参数需要你提供一个装&返回值&的容器给方法。(如果不能理解高级参数out,可以在这里了解下:&a href=&https://link.zhihu.com/?target=https%3A//www.cnblogs.com/linfenghp/p/6618580.html& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&https://www.&/span&&span class=&visible&&cnblogs.com/linfenghp/p&/span&&span class=&invisible&&/6618580.html&/span&&span class=&ellipsis&&&/span&&/a&)&/p&&p&最后,这个方法会把屏幕点的UI坐标的结果,装到这个变量中。、&/p&&p&你也可以这样理解:你给指定一个Vector2变量给这个参数,这个方法最后会把转换好的UI坐标赋值给你指定的这个变量。&/p&&p&&br&&/p&&p&&b&返回值 - bool类型:&/b&&/p&&p&这个方法有一个返回值,但是我自己没使用过这个返回值(感觉用处不大?)。&/p&&p&官方的说法是:这个返回值是,判断此点是否在Rect所在的平面上。&/p&&p&如果在,就返回true。&/p&&p&&br&&/p&&h2&&b&总结一下就是:&/b&&/h2&&p&提供一个屏幕坐标点,再指定一个相机,再指定一个父物体。&/p&&p&就可以得到UI坐标点!&/p&&figure&&img src=&https://pic4.zhimg.com/v2-fb29cfceb959dcffb52efb17f9b0f458_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&2480& data-rawheight=&3509& class=&origin_image zh-lightbox-thumb& width=&2480& data-original=&https://pic4.zhimg.com/v2-fb29cfceb959dcffb52efb17f9b0f458_r.jpg&&&/figure&&h2&我的博客&/h2&&blockquote&&a href=&https://link.zhihu.com/?target=http%3A//blog.xudawang.fun/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&xudawang's blog - xudawang's Unity相关的博客&/a&&/blockquote&
PDF文档下载这是,絮大王认真排版了的PDF版本,你可以直接下载PDF版本进行观看。 此文档由 絮大王 翻译并制作!转载请注明出处!请注明出处! PDF文档下载地址: 方法介绍我们在网上很容易就可以查到屏幕坐标转世界坐标的相关文章,但是 屏幕坐标转…
&figure&&img src=&https://pic1.zhimg.com/v2-c1bad2c1aeaba_b.jpg& data-rawwidth=&1280& data-rawheight=&720& class=&origin_image zh-lightbox-thumb& width=&1280& data-original=&https://pic1.zhimg.com/v2-c1bad2c1aeaba_r.jpg&&&/figure&&h2&&b&简单易懂的Unity MeshSync入门&/b&&/h2&&h2&&b&插件简介:&/b&&/h2&&p&近日,UnityJP发布了一个名为MeshSync的插件,可用于Blender,MAYA,Metasequoia, xismo四款DCC软件与Unity实时对接。 下面就跟大家分享一下这个插件的获取与使用方法。&/p&&h2&&b&插件获取:&/b&&/h2&&p&插件是经由Github发布,所以可以直接到Github的&a href=&http://link.zhihu.com/?target=https%3A//github.com/unity3d-jp/MeshSync/releases& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&发布页面&/a&下载对应软件的版本即可。版本更新也可以从同样的发布地址获取。&/p&&figure&&img src=&https://pic3.zhimg.com/v2-b5d8fdebb7f7bd68c2c6_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&1028& data-rawheight=&627& class=&origin_image zh-lightbox-thumb& width=&1028& data-original=&https://pic3.zhimg.com/v2-b5d8fdebb7f7bd68c2c6_r.jpg&&&/figure&&p&需要下载的文件有两个,第一个是。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-c845c98d9a160da8ed6b5d6b0e83ca2b_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&210& data-rawheight=&36& class=&content_image& width=&210&&&/figure&&p&这个文件是Unity部分的插件文件,必须下载。&/p&&p&因为我们使用Blender,因此选择Blender版本。&/p&&figure&&img src=&https://pic1.zhimg.com/v2-a9f5dedff8a020baf0d29c8_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&315& data-rawheight=&33& class=&content_image& width=&315&&&/figure&&p&演示使用的是Blender2.79的Windows版,所以下载选择了如图所示的版本。&br&下载后将会获得两个文件。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-a430cc3bf4ed342c81ec8f_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&600& data-rawheight=&59& class=&origin_image zh-lightbox-thumb& width=&600& data-original=&https://pic4.zhimg.com/v2-a430cc3bf4ed342c81ec8f_r.jpg&&&/figure&&h2&&b&关于安装:&/b&&/h2&&h2&壹、Unity部分的安装&/h2&&p&下载好插件后,首先是关于Unity插件部分的安装。为了演示方便,先新建一个Unity项目。&/p&&figure&&img src=&https://pic2.zhimg.com/v2-b3fe929fb0f8fe204a01_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&1038& data-rawheight=&1033& class=&origin_image zh-lightbox-thumb& width=&1038& data-original=&https://pic2.zhimg.com/v2-b3fe929fb0f8fe204a01_r.jpg&&&/figure&&p&和安装别的Unity插件一样,把&/p&&figure&&img src=&https://pic2.zhimg.com/v2-c820b03f1_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&103& data-rawheight=&155& class=&content_image& width=&103&&&/figure&&p&拖入Unity引擎的窗口内。即可完成安装。如图所示:&/p&&a class=&video-box& href=&http://link.zhihu.com/?target=https%3A//www.zhihu.com/video/603136& target=&_blank& data-video-id=&& data-video-playable=&true& data-name=&& data-poster=&https://pic3.zhimg.com/80/v2-de8aeb8df3fe_b.jpg& data-lens-id=&603136&&
&img class=&thumbnail& src=&https://pic3.zhimg.com/80/v2-de8aeb8df3fe_b.jpg&&&span class=&content&&
&span class=&title&&&span class=&z-ico-extern-gray&&&/span&&span class=&z-ico-extern-blue&&&/span&&/span&
&span class=&url&&&span class=&z-ico-video&&&/span&https://www.zhihu.com/video/603136&/span&
&p&贰、Blender部分的安装&/p&&p&&br&&/p&&p&启动Blender后,打开【文件】-& 【用户设置】-& 【插件】-& 【Install Add-on from File】,从弹出的文件选择框内,选择&/p&&figure&&img src=&https://pic2.zhimg.com/v2-bd719d6fed_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&278& data-rawheight=&22& class=&content_image& width=&278&&&/figure&&p&即可完成安装。然后从插件管理界面激活插件即可。&br&&/p&&figure&&img src=&https://pic2.zhimg.com/v2-9fb91f995bdce2d1dce2d1_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&780& data-rawheight=&189& class=&origin_image zh-lightbox-thumb& width=&780& data-original=&https://pic2.zhimg.com/v2-9fb91f995bdce2d1dce2d1_r.jpg&&&/figure&&p&动态演示:&br&&/p&&figure&&img src=&https://pic3.zhimg.com/v2-86554f90_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&601& data-thumbnail=&https://pic1.zhimg.com/v2-86554f90_b.jpg& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic1.zhimg.com/v2-86554f90_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&叁、简单综合运用&/b&&/h2&&h2&&b&1、创建服务器:&/b&&/h2&&p&&br&&/p&&p&在Unity的Hierarchy窗口点解右键,选择【MeshSync】 -& 【Create Server】&/p&&p&&br&&/p&&p&此时会在场景上创建一个名为[MeshSyncServer]的对象,点击对象即可在右边的Inspector栏上显示该对象的组件&/p&&figure&&img src=&https://pic3.zhimg.com/v2-9eacdea051a33ab2e59abae_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&626& data-rawheight=&463& class=&origin_image zh-lightbox-thumb& width=&626& data-original=&https://pic3.zhimg.com/v2-9eacdea051a33ab2e59abae_r.jpg&&&/figure&&p&&br&&/p&&p&创建过程演示:&/p&&a class=&video-box& href=&http://link.zhihu.com/?target=https%3A//www.zhihu.com/video/712320& target=&_blank& data-video-id=&& data-video-playable=&true& data-name=&& data-poster=&https://pic3.zhimg.com/80/v2-0fa47f016d74bfeb8c22_b.jpg& data-lens-id=&712320&&
&img class=&thumbnail& src=&https://pic3.zhimg.com/80/v2-0fa47f016d74bfeb8c22_b.jpg&&&span class=&content&&
&span class=&title&&&span class=&z-ico-extern-gray&&&/span&&span class=&z-ico-extern-blue&&&/span&&/span&
&span class=&url&&&span class=&z-ico-video&&&/span&https://www.zhihu.com/video/712320&/span&
&h2&&b&2、链接服务器:&/b&&/h2&&p&&br&&/p&&p&完成Unity的设置后,回到Blender侧即可开始工作。&/p&&p&Blender部分界面简述:&/p&&figure&&img src=&https://pic4.zhimg.com/v2-69f89adc346c_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&503& data-rawheight=&584& class=&origin_image zh-lightbox-thumb& width=&503& data-original=&https://pic4.zhimg.com/v2-69f89adc346c_r.jpg&&&/figure&&p&&br&&/p&&p&那么,知道了基本使用之后,就来简单的尝试创建和同步内容吧。&/p&&p&&b&视频注意:&/b&&/p&&a class=&video-box& href=&http://link.zhihu.com/?target=https%3A//www.zhihu.com/video/761280& target=&_blank& data-video-id=&& data-video-playable=&true& data-name=&& data-poster=&https://pic4.zhimg.com/80/v2-e03565f39fff8e6f8e9d7fdb_b.jpg& data-lens-id=&761280&&
&img class=&thumbnail& src=&https://pic4.zhimg.com/80/v2-e03565f39fff8e6f8e9d7fdb_b.jpg&&&span class=&content&&
&span class=&title&&&span class=&z-ico-extern-gray&&&/span&&span class=&z-ico-extern-blue&&&/span&&/span&
&span class=&url&&&span class=&z-ico-video&&&/span&https://www.zhihu.com/video/761280&/span&
&p&在动图中可以见到,实时创建模型,灯光,摄像机,都可以即时同步反馈到Unity场景了。&/p&&h2&&b&3、模型的导出:&/b&&/h2&&p&关于模型的导出是最简单的了,只要点击一下MeshSyncServer对象上的&/p&&figure&&img src=&https://pic1.zhimg.com/v2-6b5ba508cf4ca4a5cbc8fc_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&317& data-rawheight=&29& class=&content_image& width=&317&&&/figure&&p&按钮,就会在设置好的文件夹下面生成对应的文件了。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-ca360d15caf_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&978& data-rawheight=&682& data-thumbnail=&https://pic1.zhimg.com/v2-ca360d15caf_b.jpg& class=&origin_image zh-lightbox-thumb& width=&978& data-original=&https://pic1.zhimg.com/v2-ca360d15caf_r.jpg&&&/figure&&p&&br&&/p&&p&当然,在动图中可以见到,点击生成后,就已经在对应的位置产生了模型文件。但是可以发现,材质是丢失的状态,因为导出的只有网格,并没有相应的默认材质配对。&/p&&h2&&b&4、当前插件的状态与注意事项:&/b&&/h2&&p&插件因为刚刚发布不久,所以属于“功能实现,但不完美的状态”。目前插件只支持文章开头所指出的四个软件,其次是目前插件只支持Blender渲染器的参数同步,Cycles并没有得到支持。以及,当前插件并未支持材质同步和纹理烘焙同步。动画也并未支持NLA片段。&/p&&p&在使用过程中发现的问题和建议,也可以到插件的Github向官方提交issue。在此希望,插件在官方和大家的努力下变得更加好用和稳定。&/p&&p&&br&&/p&&h2&&b&肆、插件说明的简单翻译&/b&&/h2&&p&&br&&/p&&p&插件目前没有官方的中文说明,所以在此简单的对Blender部分的说明进行翻译,如有错漏欢迎指出。&/p&&p&&b&Blender&/b&&br&&i& Blender 2.79+ 版本,Windows, Mac, Linux (CentOS 7) 系统下确认运行正常。&/i&&br& 安装方法:文件 -& 用户设置 -& 插件 界面打开,在画面的下方点击 &Install Add-on from file&,在打开的窗口中选择插件的zip文件。&br&&i& &Import-Export: Unity Mesh Sync& 会被添加,勾选激活插件即可。&/i&&br& MeshSync面板被添加到了工具栏上,可以在那里进行参数设置和手动同步。&br&&i& &Auto Sync&勾选后将会在编辑的时候自动同步变化到Unity,如果取消&Auto Sync&的勾选,则不会自动同步,此时可以点击&Manual Sync&按钮进行手动同步。&/i&&br& 动画栏的Sync点击后,从“起始帧”到“终结帧”的动画将会被烘焙然后发送到Unity。&/p&&hr&&ul&&li&多边形,相机,灯光可以进行同步。&/li&&li&多边形的蒙皮/骨骼以及BlendShape会原样传给Unity。&/li&&li&虽然有所限制但是【镜像】修改器也是被支持的&/li&&li&不支持负数缩放&/li&&li&不支持诸如NURBS等多边形以外的对象&/li&&li&Armature, BlendShape, Mirror 以外的修改器不支持&/li&&/ul&&p&&br&&/p&&p&&b&日语注意:&/b&&br&点击打开&/p&&a href=&http://link.zhihu.com/?target=https%3A//github.com/unity3d-jp/MeshSync& data-draft-node=&block& data-draft-type=&link-card& data-image=&https://pic4.zhimg.com/v2-144a17da0a62a3c2b33f_ipico.jpg& data-image-width=&400& data-image-height=&400& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&unity3d-jp/MeshSync&/a&&p&&/p&
简单易懂的Unity MeshSync入门插件简介:近日,UnityJP发布了一个名为MeshSync的插件,可用于Blender,MAYA,Metasequoia, xismo四款DCC软件与Unity实时对接。 下面就跟大家分享一下这个插件的获取与使用方法。插件获取:插件是经由Github发布,所以可以直…
&figure&&img src=&https://pic3.zhimg.com/v2-aef382bb1_b.jpg& data-rawwidth=&1725& data-rawheight=&884& class=&origin_image zh-lightbox-thumb& width=&1725& data-original=&https://pic3.zhimg.com/v2-aef382bb1_r.jpg&&&/figure&&p&unity3d的蜘蛛网有多坑就不说了。&/p&&p&早些年,做格斗游戏(FTG)重写了一套动作系统(捡李总吃剩的),就是&b&PosePlus&/b&了。这边重写不是简单的封装而已,而是全新的设计了动画方案,自定义了动画文件信息,实现了动画解析、播放,使之成为一个更开放的动画系统…你可以基于这套系统做任何事…&/p&&p&并基于PosePlus实现了格斗游戏的&b&出招表系统&/b&、&b&战斗管理&/b&等。&/p&&p&后来项目死掉,开源出来。&b&(现已不维护,只供大家参考)&/b&&/p&&p&最近又在做回合制战斗游戏(TBS),发现unity这几年也没啥大长进。捡起来这套系统,继续维护使用。&/p&&p&并且基于PosePlus实现了回合制战斗游戏的一套战场管理,英雄技能、buff等。&/p&&p&后知后觉,这套系统一做,发现 Moba、FTG、TBS,其实也就是游戏规则不同,对于单个英雄的表现层、逻辑层其实都差不多。&/p&&p&使用了一阵,个人感觉开发良好,使用舒爽,所以开源出来(包括回合制的战斗管理等),给大家喷喷。&/p&&p&同时也开源了一个开发框架 BDFrameWork,因为暂时不完善,所以一直没拿出来。(轻喷)&/p&&p&这次主要是为了共享PosePlus,愿大家早点脱离苦海~&/p&&p&具体怎么舒爽我也不吹了,录了视频给大家看看。&/p&&p&&br&&/p&&p&&b&如果感觉良好,请帮我star一下,感激不尽~~~~~&/b&&/p&&p&&b&如果感觉良好,请帮我star一下,感激不尽~~~~~&/b&&/p&&p&&b&如果感觉良好,请帮我star一下,感激不尽~~~~~&/b&&/p&&p&&br&&/p&&p&&b&BDFramework :
&/b&&a href=&http://link.zhihu.com/?target=https%3A//github.com/yimengfan/BDFramework.Core.git& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&点这里&/a& &a href=&http://link.zhihu.com/?target=https%3A//github.com/yimengfan/BDFramework.Core& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&https://&/span&&span class=&visible&&github.com/yimengfan/BD&/span&&span class=&invisible&&Framework.Core&/span&&span class=&ellipsis&&&/span&&/a&&/p&&p&&b&TBS:
&/b&&a href=&http://link.zhihu.com/?target=https%3A//github.com/yimengfan/PosePlus_TBS.git& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&点这里&/a& &a href=&http://link.zhihu.com/?target=https%3A//github.com/yimengfan/PosePlus_TBS& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&https://&/span&&span class=&visible&&github.com/yimengfan/Po&/span&&span class=&invisible&&sePlus_TBS&/span&&span class=&ellipsis&&&/span&&/a&&b&(商业项目,故删除一些逻辑部分 和资源)&/b&&/p&&p&&b&FTG:&/b&&a href=&http://link.zhihu.com/?target=https%3A//github.com/yimengfan/PosePlus_FTG& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&点这里&/a&
&a href=&http://link.zhihu.com/?target=https%3A//github.com/yimengfan/PosePlus_FTG& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&https://&/span&&span class=&visible&&github.com/yimengfan/Po&/span&&span class=&invisible&&sePlus_FTG&/span&&span class=&ellipsis&&&/span&&/a& &b&(完整项目,但是不维护)&/b&&/p&&p&&br&&/p&&p&PosePlus 视频四连:&a href=&http://link.zhihu.com/?target=https%3A//www.bilibili.com/video/av/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&视频四连&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//www.bilibili.com/video/av/& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&https://www.&/span&&span class=&visible&&bilibili.com/video/av23&/span&&span class=&invisible&&948137/&/span&&span class=&ellipsis&&&/span&&/a&&/p&&p&&br&&/p&&p&&b&最后:我们项目组现在招初中级程序员,魔都上市公司,ip项目新启动。有意者私信我。()&/b&&/p&&p&&br&&/p&&p&&b&回合制战斗 编辑器展示:&/b&&/p&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-f2cfdbaccd92c8_b.jpg& data-rawwidth=&1719& data-rawheight=&1040& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1719& data-original=&https://pic1.zhimg.com/v2-f2cfdbaccd92c8_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-dc1ccd6f830_b.jpg& data-rawwidth=&1719& data-rawheight=&1040& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1719& data-original=&https://pic1.zhimg.com/v2-dc1ccd6f830_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&figure&&img src=&https://pic3.zhimg.com/v2-9e52b99add619a3a3a87dcc6_b.jpg& data-rawwidth=&1483& data-rawheight=&626& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1483& data-original=&https://pic3.zhimg.com/v2-9e52b99add619a3a3a87dcc6_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-7ca6cd1a94_b.jpg& data-rawwidth=&1719& data-rawheight=&1040& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1719& data-original=&https://pic1.zhimg.com/v2-7ca6cd1a94_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&b&格斗 编辑器展示:&/b&&/p&&p&&br&&/p&&figure&&img src=&https://pic3.zhimg.com/v2-4c5d1eb123ef7f950cfe_b.jpg& data-rawwidth=&1670& data-rawheight=&972& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1670& data-original=&https://pic3.zhimg.com/v2-4c5d1eb123ef7f950cfe_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&figure&&img src=&https://pic4.zhimg.com/v2-12fa98c794e976b15e7ae82c4fb3b9ff_b.jpg& data-rawwidth=&1670& data-rawheight=&972& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1670& data-original=&https://pic4.zhimg.com/v2-12fa98c794e976b15e7ae82c4fb3b9ff_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&figure&&img src=&https://pic2.zhimg.com/v2-5ca2c81ffddd_b.jpg& data-rawwidth=&1725& data-rawheight=&884& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1725& data-original=&https://pic2.zhimg.com/v2-5ca2c81ffddd_r.jpg&&&/figure&&figure&&img src=&https://pic3.zhimg.com/v2-50c6b690de008fb28faedfa_b.jpg& data-rawwidth=&1725& data-rawheight=&884& data-caption=&& data-size=&normal& class=&origin_image zh-lightbox-thumb& width=&1725& data-original=&https://pic3.zhimg.com/v2-50c6b690de008fb28faedfa_r.jpg&&&/figure&&p&&/p&
unity3d的蜘蛛网有多坑就不说了。早些年,做格斗游戏(FTG)重写了一套动作系统(捡李总吃剩的),就是PosePlus了。这边重写不是简单的封装而已,而是全新的设计了动画方案,自定义了动画文件信息,实现了动画解析、播放,使之成为一个更开放的动画系统…你…
不管是帧同步还是状态同步(楼上所谓cs同步),都需要考虑“低延迟高并发传输系统”,即如何在最短时间内同时把大量数据投递给所有玩家。而libenet却是上个世纪的技术了,无法承当这个重任。所以贩卖一下我的 KCP 传输协议:&a href=&//link.zhihu.com/?target=https%3A//github.com/skywind3000/kcp& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&GitHub - skywind3000/kcp: KCP&/a&&br&&br&libenet的协议设计是非常落后的,基本上就是90年代教科书上那种标准ARQ协议实现,很难在复杂的网络条件下提供可靠的低延迟传输效果。而KCP具备更多现代传输协议的特点,诸如:&br&流量换延迟,快速重传,流控优化,una/ack优化等。&br&&br&&p&在内网这种几乎理想的环境里直接比较,大家都差不多,但是放到公网上,放到3G/4G网络情况下,或者使用内网丢包模拟,差距就很明显了。公网在高峰期有平均接近10%的丢包,wifi/3g/4g下更糟糕,这些都会让传输变卡。&/p&&br&&p&&a href=&//link.zhihu.com/?target=https%3A//github.com/libinzhangyuan/asio_kcp& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&asio-kcp&/a& 的作者对 KCP 与 enet, udt 做过的一次横向评测,结论是KCP比 libenet,udt更适合实时PVP游戏,特别是使用手机的3G,4G网络的情况下:&/p&&br&&ul&&li&ASIO-KCP has good performace in wifi and phone network(3G, 4G).&/li&&li&The&b& kcp is the first choice for realtime pvp game&/b&.&/li&&li&The lag is less than 1 second when network lag happen. &b&3 times better than enet when lag happen.&/b&&/li&&li&The enet is a good choice if your game allow 2 second lag.&/li&&li&UDT is a bad idea.&b& It always sink into badly situation of more than serval seconds lag&/b&. And the recovery is not expected.&/li&&li&enet has the problem of lack of doc. And it has lots of functions that you may intrest.&/li&&li&kcp's doc is chinese. Good thing is the function detail which is writen in code is english. And you can use asio_kcp which is a good wrap.&/li&&li&The kcp is a simple thing. You will write more code if you want more feature.&/li&&li&UDT has a perfect doc. UDT may &b&has more bug than others as I feeling&/b&.&/li&&/ul&&br&基于kcp的开源项目也不少,比如:&br&&ul&&li&&a href=&//link.zhihu.com/?target=https%3A//github.com/xtaci/kcptun& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&kcptun&/a&: 基于 kcp-go做的高速远程端口转发(隧道) ,配合ssh -D,可以比 shadowsocks 更流畅的看 youtube视频。&/li&&li&&a href=&//link.zhihu.com/?target=https%3A//github.com/xtaci/kcp-go& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&kcp-go&/a&: 高安全性的kcp的 GO语言实现,包含 UDP会话管理的简单实现,可以作为后续开发的基础库。&/li&&li&&a href=&//link.zhihu.com/?target=https%3A//github.com/libinzhangyuan/asio_kcp& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&asio-kcp&/a&: 使用 KCP的完整 UDP网络库,完整实现了基于 UDP的链接状态管理,会话控制,KCP协议调度等&/li&&li&&a href=&//link.zhihu.com/?target=https%3A//www.v2ray.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&v2ray&/a&: Shadowsocks 代替者,1.17后集成了 kcp协议,使用UDP传输,无数据包特征。&br&&/li&&li&&a href=&//link.zhihu.com/?target=https%3A//github.com/vzex/dog-tunnel& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&dog-tunnel&/a&: GO开发的网络隧道,使用 KCP极大的改进了传输速度&/li&&/ul&&br&不管是何种同步算法,都需要更先进的网络传输技术,而使用libenet这种20年前的老技术,没法很好的解决这一问题,我们需要更加先进现代的传输协议,来达到这个目标。&br&&br&----&br&本专业学通信的,闲着没事喜欢折腾各种传输协议。&br&&br&更多阅读:&br&&a href=&//link.zhihu.com/?target=https%3A//github.com/libinzhangyuan/reliable_udp_bench_mark& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&reliable_udp_bench_mark: Test reliable udp for situation of realtime pvp game by wireless.&/a&&br&&a href=&//link.zhihu.com/?target=https%3A//holmesian.org/KCP-accelerate-SS%3Futm_source%3Dtuicool%26utm_medium%3Dreferral& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&通过KCP协议加速科学上网&/a&&br&--&br&&p&另,具体同步算法我回答过无数遍了,不再复述:&/p&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&手机格斗网游该如何避免延迟? - 韦易笑的回答&/a&&br&&/p&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&FPS游戏中,在玩家的延时都不一样的情况下是如何做到游戏的同步性的? - 韦易笑的回答&/a&&br&&/p&&p&&a href=&//link.zhihu.com/?target=http%3A//www.skywind.me/blog/archives/112& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Skywind Inside - 网游同步法则&/a&&br&&/p&&p&--&/p&
不管是帧同步还是状态同步(楼上所谓cs同步),都需要考虑“低延迟高并发传输系统”,即如何在最短时间内同时把大量数据投递给所有玩家。而libenet却是上个世纪的技术了,无法承当这个重任。所以贩卖一下我的 KCP 传输协议: …
&p&我开源了一套MOBA对战类的游戏服务器源码《最后一战》,包括完整的客户端和服务器端,可编译和调试。&/p&&p&同时针对初中级学习者写了一个专栏叫《从零学习游戏服务器开发》,文章持续更新中,欢迎有兴趣的朋友关注,一起学习交流,目前有:&/p&&a href=&https://zhuanlan.zhihu.com/p/& data-draft-node=&block& data-draft-type=&link-card& data-image=&https://pic4.zhimg.com/v2-dfbb92be93bf10a40.jpg& data-image-width=&1027& data-image-height=&765& class=&internal&&张小方:从零学习游戏服务器开发系列(一) 从一款多人联机实时对战游戏开始&/a&&p&&br&&/p&&a href=&https://zhuanlan.zhihu.com/p/& data-draft-node=&block& data-draft-type=&link-card& data-image=&https://pic1.zhimg.com/v2-0fd10dbea208_180x120.jpg& data-image-width=&846& data-image-height=&663& class=&internal&&张小方:从零学习游戏服务器开发系列(二) 最后一战概况&/a&&p&&br&&/p&&a href=&https://zhuanlan.zhihu.com/p/& data-draft-node=&block& data-draft-type=&link-card& data-image=&https://pic2.zhimg.com/v2-fbebb8a0de68d61bx120.jpg& data-image-width=&864& data-image-height=&637& class=&internal&&张小方:从零学习游戏服务器开发系列(三) CSBattleMgr服务源码研究&/a&&p&&br&&/p&&a href=&https://zhuanlan.zhihu.com/p/& data-draft-node=&block& data-draft-type=&link-card& data-image=&https://pic3.zhimg.com/v2-efc11ca8e8fb22a6e8e7918bdac333f2_180x120.jpg& data-image-width=&854& data-image-height=&597& class=&internal&&张小方:从零学习游戏服务器开发(四)LogServer源码探究&/a&&p&最新的文章会首先发表在我的微信公众号『easyserverdev』中,欢迎关注:&/p&&figure&&img src=&https://pic2.zhimg.com/v2-c4f624aaa570c3ec62e36aacd46e2979_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&424& data-rawheight=&248& class=&origin_image zh-lightbox-thumb& width=&424& data-original=&https://pic2.zhimg.com/v2-c4f624aaa570c3ec62e36aacd46e2979_r.jpg&&&/figure&&p&更新下:&/p&&p&最后一战源码技术交流可以加群:。&/p&
我开源了一套MOBA对战类的游戏服务器源码《最后一战》,包括完整的客户端和服务器端,可编译和调试。同时针对初中级学习者写了一个专栏叫《从零学习游戏服务器开发》,文章持续更新中,欢迎有兴趣的朋友关注,一起学习交流,目前有:
&figure&&img src=&https://pic3.zhimg.com/v2-dcde1dce228_b.jpg& data-rawwidth=&787& data-rawheight=&483& class=&origin_image zh-lightbox-thumb& width=&787& data-original=&https://pic3.zhimg.com/v2-dcde1dce228_r.jpg&&&/figure&&p&一、同步&/p&&p&所谓同步,就是要多个客户端表现效果是一致的,例如我们玩王者荣耀的时候,需要十个玩家的屏幕显示的英雄位置完全相同、技能释放角度、释放时间完全相同,这个就是同步。就好像很多个人一起跳街舞齐舞,每个人的动作都要保持一致。而对于大多数游戏,不仅客户端的表现要一致,而且需要客户端和服务端的数据是一致的。所以,同步是一个网络游戏概念,只有网络游戏才需要同步,而单机游戏是不需要同步的。&/p&&p&&br&&/p&&p&二、状态同步和帧同步的区别&/p&&p&最大的区别就是战斗核心逻辑写在哪,状态同步的战斗逻辑在服务端,帧同步的战斗逻辑在客户端。战斗逻辑是包括技能逻辑、普攻、属性、伤害、移动、AI、检测、碰撞等等的一系列内容,这常常也被视为游戏开发过程中最难的部分。由于核心逻辑必须知道一个场景中的所有实体情况,所以MMO游戏(例如魔兽世界)就必须把战斗逻辑写在服务端,所以MMO游戏必须是状态同步的,因为MMO游戏的客户端承载有限,并不能把整张地图的实体全部展现出来(例如100米以外的NPC和玩家就不显示了),所以客户端没有足够的信息计算全图的人的所有行为。&/p&&p&具体到客户端和服务端通信上,在状态同步下,客户端更像是一个服务端数据的表现层,举个例子,一个英雄的几乎所有属性(例如血量、攻击、防御、攻速、魔法值等等)都是服务端传给客户端的,而且在属性发生改变的时候,服务端需要实时告诉客户端哪些属性改变了,客户端并不能改变这些属性,而是服务端传来多少属性就显示多少属性(虽然可以改变客户端数值达到表现上的效果,例如无限血量,但是服务端那边的血量属性为0时,一样要死)。再举个例子,一个英雄要释放一个非指向性技能(例如伊泽瑞尔的Q),具体的过程就是,客户端通知服务端“我要释放一个技能”-》服务端通知客户端“在某地以什么方向释放某技能”-》客户端根据这些信息创建一个特效放在某地,然后以某个方向飞行-》服务端根据碰撞检测逻辑判断到某个时刻,这个技能碰到了敌方英雄,通知客户端-》客户端根据服务端信息,删除特效,被打的英雄减血同时播放受击特效。&/p&&p&而在帧同步下,通信就比较简单了,服务端只转发操作,不做任何逻辑处理。以下图为例:&/p&&figure&&img src=&https://pic1.zhimg.com/v2-859c22fc93aee9283cb4_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&567& data-rawheight=&311& class=&origin_image zh-lightbox-thumb& width=&567& data-original=&https://pic1.zhimg.com/v2-859c22fc93aee9283cb4_r.jpg&&&/figure&&p&现在同一局里有4个玩家,也就是4个客户端,这时客户端A释放了一个技能x,此时将操作传递给服务端,服务端不做任何判断,直接把A的操作全部分发给ABCD,则ABCD同时让客户端A控制的英雄释放技能x。&/p&&p&&br&&/p&&p&三、流量&/p&&p&状态同步比帧同步流量消耗大,例如一个复杂游戏的英雄属性可能有100多条,每次改变都要同步一次属性,这个消耗是巨大的,而帧同步不需要同步属性;例如释放一个技能,服务端需要通知客户端很多条消息(必须是分步的,不然功能做不了),而帧同步就只需要转发一次操作就行了。&/p&&p&&br&&/p&&p&四、回放&观战&/p&&p&帧同步的回放&观战比状态同步好做得多,因为只需要保存每局所有人的操作就好了,而状态同步的回放&观战,需要有一个回放&观战服务器,当一局战斗打响,战斗服务器在给客户端发送消息的同时,还需要把这些消息发给放&观战服务器,回放&观战服务器做储存,如果有其他客户端请求回放或者观战,则回放&观战服务器把储存起来的消息按时间发给客户端。&/p&&p&&br&&/p&&p&五、安全性&/p&&p&状态同步的安全性比帧同步高很多,因为状态同步的所有逻辑和数值都是在服务端的,如果想作弊,就必须攻击服务器,而攻击服务器的难度比更改自己客户端数据的难度高得多,而且更容易被追踪,被追踪到了还会有极高的法律风险。而帧同步因为所有数据全部在客户端,所以解析客户端的数据之后,就可以轻松达到自己想要的效果,例如moba类游戏的全图挂,吃鸡游戏的透视挂,都是没办法防止的,而更改数据达到胜利的作弊方式(例如更改自己的英雄攻击力)可以通过服务器比对同局其他人的战斗结果来预防。&/p&&p&&br&&/p&&p&六、服务器压力&/p&&p&状态同步服务器压力比较大,因为要做更多运算。&/p&&p&&br&&/p&&p&七、开发效率&/p&&p&首先要说,状态同步的游戏占主流,其次就是状态同步开发起来比较难。而帧同步服务器开发难度低,同一套方案可以给很多不同类型的游戏使用,反正都是转发操作;减少了服务端客户端沟通,老实说,没有扯皮的时间,开发效率最起码提高20%,状态同步的方案下,同一个功能至少需要一个客户端和服务端共同完成;PVP和PVE基本用的是同一套代码,做完PVP很容易就可以做单机的PVE。&/p&&p&&br&&/p&&p&八、使用帧同步的知名游戏&/p&&p&王者荣耀、魔兽争霸3、所有格斗类游戏&/p&&p&&br&&/p&&p&九、断线重连&/p&&p&状态同步的断线重连很好做,无非就是把整个场景和人物全部重新生成一遍,各种数值根据服务端提供加到人物身上而已。帧同步的断线重连就比较麻烦了,例如客户端在战场开始的第10秒短线了,第15秒连回来了,就需要服务端把第10秒到第15秒之间5秒内的所有消息一次性发给客户端,然后客户端加速整个游戏的核心逻辑运行速度(例如加速成10倍),直到追上现有进度。&/p&&p&&br&&/p&&p&&br&&/p&&p&十、注意点&/p&&p&需要保证每次随机的数字都相同,所以需要自己实现一套随机数,不能用unity自带的那个随机数接口,而且需要服务端发送相同的随机种子;因为非常微小的误差就有可能产生蝴蝶效应,所以所有float型的参数必须变成int型,保证计算结果一致。&/p&
一、同步所谓同步,就是要多个客户端表现效果是一致的,例如我们玩王者荣耀的时候,需要十个玩家的屏幕显示的英雄位置完全相同、技能释放角度、释放时间完全相同,这个就是同步。就好像很多个人一起跳街舞齐舞,每个人的动作都要保持一致。而对于大多数游戏…
&figure&&img src=&https://pic4.zhimg.com/v2-a07b9abdfebd11e5bd6ba879_b.jpg& data-rawwidth=&1599& data-rawheight=&697& class=&origin_image zh-lightbox-thumb& width=&1599& data-original=&https://pic4.zhimg.com/v2-a07b9abdfebd11e5bd6ba879_r.jpg&&&/figure&&p&&b&前言&/b&&/p&&p&
大家好,我又开始了新一期的给自己挖坑行动。&/p&&p&
上次做的是跑酷,这次咱换一个口味,来做一个益智的连连看小游戏吧。&/p&&p&
连连看游戏看上去简单,但在实现过程中对于训练初级开发者的算法思维是很有裨益的。实际上,《编程之美》一书中就有一章节是专门讲连连看的。&/p&&p&
为了防止大家看的有点晕,这里先对下文中频繁出现的两个名词做一下说明:&b&当前点指第一次选择的点,目标点指第二次选择的点。&/b&&/p&&p&
另外,本文的主要灵感来自于博主:artzok 发布的博客提供的思路,在这里表示由衷的感谢。&/p&&p&&b&连连看原理了解一下&/b&&/p&&p&在传统的连连看游戏中,玩家想要成功连线并消除。需要满足2个条件才能够进行消除并得分。&/p&&p& 条件1:图片类型必须相同&/p&&p& 条件2:连接2张图片的线条的弯曲次数必须得小于等于2次。&/p&&p& 我们将条件2细化分析,可得出连线可有3种情况。&/p&&p& 情况1:不进行弯曲直接连线&/p&&figure&&img src=&https://pic4.zhimg.com/v2-07b4bb55fdf60e9bfaacbb_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&264& data-rawheight=&404& class=&content_image& width=&264&&&/figure&&p& 情况2:弯曲一次进行连线&/p&&figure&&img src=&https://pic4.zhimg.com/v2-054cb0d60799deb9ab1b24_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&263& data-rawheight=&410& class=&content_image& width=&263&&&/figure&&p& 情况3:弯曲2次进行连线&/p&&figure&&img src=&https://pic4.zhimg.com/v2-fda9e8fb9f4b56f529971_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&268& data-rawheight=&405& class=&content_image& width=&268&&&/figure&&p&&b&场景搭建与图片制作&/b&&/p&&p&了解情况后,我们首先在unity中搭建场景,将我们的场景的画布大小设置为,如图:&/p&&figure&&img src=&https://pic1.zhimg.com/v2-bc293d7f3d42549badb3da_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&471& data-rawheight=&294& class=&origin_image zh-lightbox-thumb& width=&471& data-original=&https://pic1.zhimg.com/v2-bc293d7f3d42549badb3da_r.jpg&&&/figure&&p&设置完成后,制作我们游戏中用到的图片。新建一个Button,关闭上面的图片显示,设置锚点,并调整像素大小为100*100;然后在下面新建6个Image类型的UI,分别用来显示连连看使用的图片,点击遮罩,以及上下左右4条线段的显示。如图:&/p&&figure&&img src=&https://pic1.zhimg.com/v2-93a53cbdaa54105f3fcf59e_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&359& data-rawheight=&167& class=&content_image& width=&359&&&/figure&&figure&&img src=&https://pic1.zhimg.com/v2-ed9adf9a896f_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&400& data-rawheight=&428& class=&content_image& width=&400&&&/figure&&p&然后调整用于显示线段图片的属性,使其刚好能够覆盖上下左右4个方向,而且不留下空隙。如图:&/p&&figure&&img src=&https://pic3.zhimg.com/v2-0c7e56b7b64d786a4bbfd19_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&383& data-rawheight=&363& class=&content_image& width=&383&&&/figure&&figure&&img src=&https://pic3.zhimg.com/v2-692b8d9d78a60fb6a6b7faf07e2b05ec_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&195& data-rawheight=&123& class=&content_image& width=&195&&&/figure&&p&完成后,我们将这个Button制作为预制体,放在Resources文件夹下,方便游戏的使用。&/p&&p&&b&代码实现&/b&&/p&&p&&b&1.&/b&图片标识添加与下级引用获取&/p&&p&在开始游戏前,我们需要对图片进行标识,才能进行图片的识别与消除。于是我们新建一个LikeChride.cs文件。写入以下代码,进行当前图片的标识,以及下级图片的引用获取,然后将我们的脚本挂载到预制体当中,然后这步就算完成了。如下:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&n&&Button&/span& &span class=&n&&nowButton&/span&&span class=&p&&;&/span&
&span class=&c1&&//自己身上的按钮组件&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&index&/span&&span class=&p&&;&/span&
&span class=&c1&&//当前的图片类型&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&x&/span&&span class=&p&&;&/span&
&span class=&c1&&//当前图片的X&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&y&/span&&span class=&p&&;&/span&
&span class=&c1&&//当前图片的Y&/span&
&span class=&k&&public&/span& &span class=&kt&&bool&/span& &span class=&n&&isLook&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&c1&&//当前图片是否显示&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&lineUp&/span&&span class=&p&&;&/span&
&span class=&c1&&//上方线条图片&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&lineDown&/span&&span class=&p&&;&/span&
&span class=&c1&&//下方线条图片&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&lineLeft&/span&&span class=&p&&;&/span&
&span class=&c1&&//左边线条图片&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&lineRight&/span&&span class=&p&&;&/span&
&span class=&c1&&//右边线条图片&/span&
&span class=&k&&public&/span& &span class=&n&&Image&/span& &span class=&n&&background&/span&&span class=&p&&;&/span&
&span class=&c1&&//背景图片&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&mask&/span&&span class=&p&&;&/span&
&span class=&c1&&//遮罩的背景&/span&
&span class=&k&&void&/span& &span class=&nf&&Awake&/span& &span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&lineUp&/span& &span class=&p&&=&/span& &span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&LineUp&&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&;&/span&
&span class=&n&&lineDown&/span& &span class=&p&&=&/span& &span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&LineDown&&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&;&/span&
&span class=&n&&lineLeft&/span& &span class=&p&&=&/span& &span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&LineLeft&&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&;&/span&
&span class=&n&&lineRight&/span& &span class=&p&&=&/span& &span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&LineRight&&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&;&/span&
&span class=&n&&background&/span& &span class=&p&&=&/span& &span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&ImgBackGround&&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Image&/span&&span class=&p&&&();&/span&
&span class=&n&&mask&/span& &span class=&p&&=&/span& &span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&Image_Mask&&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&;&/span&
&span class=&c1&&//一开始获取引用&/span&
&span class=&n&&lineUp&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&lineDown&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&lineLeft&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&lineRight&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&c1&&//关闭不需要的显示&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&2.&/b&场景图片生成与标识添加&/p&&p&在创建场景时我们设置好了屏幕的像素大小,以及单个图片的显示大小。我们就能够知道我们屏幕能够显示的图片数量。然后我们新建LinkStart.cs脚本,在start函数写入以下代码进行生成,并进行标识的设置。如下:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span&&span class=&p&&=&/span&&span class=&m&&0&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&&&/span&&span class=&m&&10&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span&&span class=&p&&=&/span&&span class=&m&&0&/span&&span class=&p&&;&/span&&span class=&n&&j&/span&&span class=&p&&&&/span&&span class=&m&&18&/span&&span class=&p&&;&/span&&span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&kt&&var&/span& &span class=&n&&icon&/span& &span class=&p&&=&/span& &span class=&n&&Instantiate&/span&&span class=&p&&(&/span&&span class=&n&&nowIcon&/span&&span class=&p&&,&/span& &span class=&n&&pos2&/span&&span class=&p&&,&/span& &span class=&n&&Quaternion&/span&&span class=&p&&.&/span&&span class=&n&&identity&/span&&span class=&p&&);&/span&
&span class=&kt&&var&/span& &span class=&n&&chidren&/span& &span class=&p&&=&/span& &span class=&n&&icon&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&LikeChidren&/span&&span class=&p&&&();&/span&
&span class=&n&&chidren&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&j&/span&&span class=&p&&;&/span&
&span class=&n&&chidren&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&i&/span&&span class=&p&&;&/span&
&span class=&c1&&//设置图片坐标标识&/span&
&span class=&n&&chidren&/span&&span class=&p&&.&/span&&span class=&n&&index&/span& &span class=&p&&=&/span& &span class=&n&&Random&/span&&span class=&p&&.&/span&&span class=&n&&Range&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&10&/span&&span class=&p&&);&/span&
&span class=&c1&&//随机图片类型&/span&
&span class=&n&&nowChidrens&/span&&span class=&p&&[&/span&&span class=&n&&j&/span&&span class=&p&&,&/span& &span class=&n&&i&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&chidren&/span&&span class=&p&&;&/span&
&span class=&c1&&//保存图片的引用&/span&
&span class=&n&&icon&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&SetParent&/span&&span class=&p&&(&/span&&span class=&n&&transform&/span&&span class=&p&&);&/span&
&span class=&n&&icon&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&position&/span& &span class=&p&&=&/span& &span class=&n&&pos2&/span&&span class=&p&&;&/span&
&span class=&n&&pos2&/span& &span class=&p&&+=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(&/span&&span class=&m&&100&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&j&/span& &span class=&p&&==&/span& &span class=&m&&0&/span& &span class=&p&&||&/span& &span class=&n&&j&/span& &span class=&p&&==&/span& &span class=&m&&17&/span& &span class=&p&&||&/span& &span class=&n&&i&/span& &span class=&p&&==&/span& &span class=&m&&0&/span& &span class=&p&&||&/span& &span class=&n&&i&/span& &span class=&p&&==&/span& &span class=&m&&9&/span&&span class=&p&&)&/span&
&span class=&c1&&//边界隐藏方便游戏&/span&
&span class=&p&&{&/span&
&span class=&n&&chidren&/span&&span class=&p&&.&/span&&span class=&n&&isLook&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&n&&chidren&/span&&span class=&p&&.&/span&&span class=&n&&background&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span&
&span class=&p&&{&/span&
&span class=&n&&imgNumber&/span&&span class=&p&&[&/span&&span class=&n&&chidren&/span&&span class=&p&&.&/span&&span class=&n&&index&/span&&span class=&p&&]++;&/span&
&span class=&c1&&//相同图片有多少&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&n&&pos2&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(&/span&&span class=&m&&90&/span&&span class=&p&&,&/span& &span class=&m&&90&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&n&&pos2&/span& &span class=&p&&+=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&100&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&)&/span& &span class=&p&&*&/span& &span class=&p&&(&/span&&span class=&n&&i&/span&&span class=&p&&+&/span&&span class=&m&&1&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&3.&/b&连线规则&/p&&p&&b&1. &/b&0折连线&/p&&p& 首先实现0折连线的规则,在实现这个方法之前我们可以分析出这个方法实现的目标以及需要的是什么。&/p&&p& 目标:这2个点是否能够进行连接,能够进行连接,返回路径,否则为空。&/p&&p& 参数:需要2个点的坐标&/p&&p&知道了以上需求后,我们代码中写入LinkSearchZero方法,如下:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&LinkSearchZero&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&x1&/span&&span class=&p&&,&/span&&span class=&kt&&int&/span& &span class=&n&&y1&/span&&span class=&p&&,&/span&&span class=&kt&&int&/span& &span class=&n&&x2&/span&&span class=&p&&,&/span&&span class=&kt&&int&/span& &span class=&n&&y2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&nowPos&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&();&/span&
&span class=&c1&&//用于返回路径的列表&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&x1&/span&&span class=&p&&!=&/span&&span class=&n&&x2&/span& &span class=&p&&&&&/span& &span class=&n&&y1&/span&&span class=&p&&!=&/span&&span class=&n&&y2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//X轴相等,Y轴进行延伸,判断能否一条直接相连&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&x1&/span&&span class=&p&&==&/span&&span class=&n&&x2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&kt&&int&/span& &span class=&n&&yMax&/span& &span class=&p&&=&/span& &span class=&n&&y1&/span& &span class=&p&&&&/span& &span class=&n&&y2&/span& &span class=&p&&?&/span& &span class=&n&&y1&/span& &span class=&p&&:&/span& &span class=&n&&y2&/span&&span class=&p&&;&/span&
&span class=&kt&&int&/span& &span class=&n&&yMin&/span& &span class=&p&&=&/span& &span class=&n&&y1&/span& &span class=&p&&&&/span& &span class=&n&&y2&/span& &span class=&p&&?&/span& &span class=&n&&y1&/span& &span class=&p&&:&/span& &span class=&n&&y2&/span&&span class=&p&&;&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span&&span class=&p&&=++&/span&&span class=&n&&yMin&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&&&/span&&span class=&n&&yMax&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&Pos&/span& &span class=&n&&tmpPos&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Pos&/span&&span class=&p&&();&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&x1&/span&&span class=&p&&;&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&i&/span&&span class=&p&&;&/span&
&span class=&n&&nowPos&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&tmpPos&/span&&span class=&p&&);&/span&
&span class=&kt&&bool&/span& &span class=&n&&tmpIsLook&/span& &span class=&p&&=&/span& &span class=&n&&nowChidrens&/span&&span class=&p&&[&/span&&span class=&n&&x1&/span&&span class=&p&&,&/span& &span class=&n&&i&/span&&span class=&p&&].&/span&&span class=&n&&isLook&/span&&span class=&p&&;&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&tmpIsLook&/span&&span class=&p&&)&/span&
&span class=&c1&&//如果道路上有图片在进行显示就返回空&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&return&/span& &span class=&n&&nowPos&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//Y轴相等,X轴进行延伸,判断能否一条直接相连&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&y1&/span&&span class=&p&&==&/span&&span class=&n&&y2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&kt&&int&/span& &span class=&n&&xMax&/span& &span class=&p&&=&/span& &span class=&n&&x1&/span& &span class=&p&&&&/span& &span class=&n&&x2&/span& &span class=&p&&?&/span& &span class=&n&&x1&/span& &span class=&p&&:&/span& &span class=&n&&x2&/span&&span class=&p&&;&/span&
&span class=&kt&&int&/span& &span class=&n&&xMin&/span& &span class=&p&&=&/span& &span class=&n&&x1&/span& &span class=&p&&&&/span& &span class=&n&&x2&/span& &span class=&p&&?&/span& &span class=&n&&x1&/span& &span class=&p&&:&/span& &span class=&n&&x2&/span&&span class=&p&&;&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span&&span class=&p&&=++&/span&&span class=&n&&xMin&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&&&/span&&span class=&n&&xMax&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&Pos&/span& &span class=&n&&tmpPos&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Pos&/span&&span class=&p&&();&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&i&/span&&span class=&p&&;&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&y1&/span&&span class=&p&&;&/span&
&span class=&n&&nowPos&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&tmpPos&/span&&span class=&p&&);&/span&
&span class=&kt&&bool&/span& &span class=&n&&tmpIsLook&/span& &span class=&p&&=&/span& &span class=&n&&nowChidrens&/span&&span class=&p&&[&/span&&span class=&n&&i&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&].&/span&&span class=&n&&isLook&/span&&span class=&p&&;&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&tmpIsLook&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&return&/span& &span class=&n&&nowPos&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p& 这个方法执行后,如果能够进行连线就会返回路径,如果不能的话就返回为空,这样就实现我们这个方法的目的。&/p&&p&&b&2. &/b&1折连线&/p&&p& 1折连线方法实现原理与0折连线原理相同,但是1折连线又可以拆分成2个0折连线,且能够进行一折连线的点,一定满足2点之间构成一个矩形,且2点之间出于对角点。那么我们可以通过这个规律,计算出矩形的另一个对角点,以这个对角点与2点进行0折计算,就可以知道这2个点是否能够进行消除。于是1折连线的方法如下:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&LinkSearchOne&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&x1&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&y1&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&y2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&x1&/span&&span class=&p&&==&/span&&span class=&n&&x2&/span& &span class=&p&&||&/span& &span class=&n&&y1&/span&&span class=&p&&==&/span&&span class=&n&&y2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&kt&&bool&/span& &span class=&n&&isLookOne&/span& &span class=&p&&=&/span& &span class=&n&&nowChidrens&/span&&span class=&p&&[&/span&&span class=&n&&x1&/span&&span class=&p&&,&/span& &span class=&n&&y2&/span&&span class=&p&&].&/span&&span class=&n&&isLook&/span&&span class=&p&&;&/span&
&span class=&k&&if&/span& &span class=&p&&(!&/span&&span class=&n&&isLookOne&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&linkOne&/span& &span class=&p&&=&/span& &span class=&n&&LinkSearchZero&/span&&span class=&p&&(&/span&&span class=&n&&x1&/span&&span class=&p&&,&/span&&span class=&n&&y2&/span&&span class=&p&&,&/span&&span class=&n&&x1&/span&&span class=&p&&,&/span&&span class=&n&&y1&/span&&span class=&p&&);&/span&
&span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&linkTwo&/span& &span class=&p&&=&/span& &span class=&n&&LinkSearchZero&/span&&span class=&p&&(&/span&&span class=&n&&x1&/span&&span class=&p&&,&/span&&span class=&n&&y2&/span&&span class=&p&&,&/span&&span class=&n&&x2&/span&&span class=&p&&,&/span&&span class=&n&&y2&/span&&span class=&p&&);&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&linkOne&/span&&span class=&p&&!=&/span&&span class=&k&&null&/span& &span class=&p&&&&&/span& &span class=&n&&linkTwo&/span&&span class=&p&&!=&/span&&span class=&k&&null&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&Pos&/span& &span class=&n&&tmpPos&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Pos&/span&&span class=&p&&();&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&x1&/span&&span class=&p&&;&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&y2&/span&&span class=&p&&;&/span&
&span class=&n&&linkOne&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&tmpPos&/span&&span class=&p&&);&/span&
&span class=&k&&return&/span& &span class=&nf&&MergeList&/span&&span class=&p&&(&/span&&span class=&n&&linkOne&/span&&span class=&p&&,&/span&&span class=&n&&linkTwo&/span&&span class=&p&&);&/span& &span class=&c1&&//进行路径列表合并&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&kt&&bool&/span& &span class=&n&&isLookTwo&/span& &span class=&p&&=&/span& &span class=&n&&nowChidrens&/span&&span class=&p&&[&/span&&span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&].&/span&&span class=&n&&isLook&/span&&span class=&p&&;&/span&
&span class=&k&&if&/span& &span class=&p&&(!&/span&&span class=&n&&isLookTwo&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&linkOne&/span& &span class=&p&&=&/span& &span class=&n&&LinkSearchZero&/span&&span class=&p&&(&/span&&span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&,&/span& &span class=&n&&x1&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&);&/span&
&span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&linkTwo&/span& &span class=&p&&=&/span& &span class=&n&&LinkSearchZero&/span&&span class=&p&&(&/span&&span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&,&/span& &span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&n&&y2&/span&&span class=&p&&);&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&linkOne&/span& &span class=&p&&!=&/span& &span class=&k&&null&/span& &span class=&p&&&&&/span& &span class=&n&&linkTwo&/span& &span class=&p&&!=&/span& &span class=&k&&null&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&Pos&/span& &span class=&n&&tmpPos&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Pos&/span&&span class=&p&&();&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&x2&/span&&span class=&p&&;&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&y1&/span&&span class=&p&&;&/span&
&span class=&n&&linkOne&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&tmpPos&/span&&span class=&p&&);&/span&
&span class=&k&&return&/span& &span class=&nf&&MergeList&/span&&span class=&p&&(&/span&&span class=&n&&linkOne&/span&&span class=&p&&,&/span& &span class=&n&&linkTwo&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&3.&/b& 2折连线&/p&&p& 2折连线的需求与以上2种方法一样,但是2折连线可以拆分成1折连线与0折连线的结合体。于是我们得找出当前点周围的点,是否有满足能够与目标点构成矩形的点,进行一折运算,然后在一折运算中通过这个点,找到矩形的另一个对角点进行0折运算。于是我们需要对当前点的坐标进行个4个方向的延伸判断,来查看是否满足连线要求。我们以一个轴延伸举例,如下:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&LinkSearchTwo&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&x1&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&y1&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&y2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&kt&&int&/span& &span class=&n&&xMax&/span& &span class=&p&&=&/span& &span class=&n&&nowChidrens&/span&&span class=&p&&.&/span&&span class=&n&&GetLength&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&kt&&int&/span& &span class=&n&&yMax&/span& &span class=&p&&=&/span& &span class=&n&&nowChidrens&/span&&span class=&p&&.&/span&&span class=&n&&GetLength&/span&&span class=&p&&(&/span&&span class=&m&&1&/span&&span class=&p&&);&/span&
&span class=&c1&&//获取2维数组的各维长度&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span&&span class=&n&&x1&/span&&span class=&p&&+&/span&&span class=&m&&1&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&&&/span&&span class=&n&&xMax&/span&&span class=&p&&;&/span&&span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&c1&&//以X轴正方向上延伸进行判断&/span&
&span class=&p&&{&/span&
&span class=&n&&Pos&/span& &span class=&n&&tmpPos&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Pos&/span&&span class=&p&&();&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&i&/span&&span class=&p&&;&/span&
&span class=&n&&tmpPos&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&y1&/span&&span class=&p&&;&/span&
&span class=&n&&nowPos&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&tmpPos&/span&&span class=&p&&);&/span&
&span class=&c1&&//现在的路径列表添加道路点&/span&
&span class=&k&&if&/span& &span class=&p&&(!&/span&&span class=&n&&nowChidrens&/span&&span class=&p&&[&/span&&span class=&n&&i&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&].&/span&&span class=&n&&isLook&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Pos&/span&&span class=&p&&&&/span& &span class=&n&&isLook&/span& &span class=&p&&=&/span& &span class=&n&&LinkSearchOne&/span&&span class=&p&&(&/span&&span class=&n&&i&/span&&span class=&p&&,&/span& &span class=&n&&y1&/span&&span class=&p&&,&/span& &span class=&n&&x2&/span&&span class=&p&&,&/span& &span class=&n&&y2&/span&&span class=&p&&);&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&isLook&/span&&span class=&p&&!=&/span&&span class=&k&&null&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span& &span class=&nf&&MergeList&/span&&span class=&p&&(&/span&&span class=&n&&nowPos&/span&&span class=&p&&,&/span&&span class=&n&&isLook&/span&&span class=&p&&);&/span& &span class=&c1&&//满足条件,返回当前的路径&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span&
&span class=&p&&{&/span&
&span class=&k&&break&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&n&&nowPos&/span&&span class=&p&&.&/span&&span class=&n&&Clear&/span&&span class=&p&&();&/span&
&span class=&c1&&//不满足条件进行清除,接下来执行其余轴向延伸判断(没有列出其余代码)&/span&
&span class=&k&&return&/span& &span class=&k&&null&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&连线实现&/b&&/p&&p&连线实际上就是线条图片的显示,经过了上面的运算,我们已经能够拿到当前点到目标点的路径列表,但是这个列表中的路径点是杂乱的,没有进行排序,而且也不知道是哪一个方向的路径图片进行显示,这样的列表显然是不能够进行使用的。于是我们的实现连线的方法的主要目的就是找到有规律的,正确显示连线方向图片的方法。我的思路就是在循环中遍历整个路径列表,找出与当前点相邻的一个路径点,然后判断找出的路径点处于当前点的什么方向,显示对应的路径图片,然后更新更新当前点为刚才找出的路径点,并将这个路径点进行删除。为了能够看到连线效果,此处使用了协程}

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