该代码有助于在连续循环中移动游戏对象。我希望随机生成的立方体也遵循相同的模式。我没有添加完成一轮后停止生成游戏对象的条件。目前,生成的游戏对象不会移动。
最终的想法是生成飞溅场景。我想知道以下方式是否也能有效地使用gpu!
using UnityEngine;
using System.Collections.Generic;
public class IntegratedScrpt : MonoBehaviour
{
public List<GameObject> splashImagesGOList;
public float InvokeRate = 10f;
public GameObject cube01;
private int selection;
// Loop mode variables
private Vector3 startPosition;
private Vector3 endPosition;
private float distance = 54f;
private float distanceCovered;
private float currentDistance;
//for Vector Lerp
private float currentLerpTime = 0f;
private float lerpTime = 9f;
private float t;
void Start()
{
startPosition = splashImagesGOList[1].transform.position;
Debug.LogError("selection VALUE AT" + selection);
endPosition = Vector3.back * distance;
}
void Update()
{
InvokeRepeating("pickpoints", 1.0f, InvokeRate);
//loop mode
distanceCovered = Vector3.Distance(startPosition, endPosition);
currentDistance = distanceCovered * t;
currentLerpTime += Time.deltaTime;
if (currentLerpTime == lerpTime)
{
currentLerpTime = lerpTime;
}
if (currentLerpTime > lerpTime)
{
currentLerpTime = 0f;
}
t = currentLerpTime / lerpTime;
Move();
if (currentDistance == 64)
{
splashImagesGOList[selection].transform.position = startPosition;
Move();
}
Debug.LogError("SELECTION" + selection);
}
// method for making the gameobjects move
public void Move()
{
splashImagesGOList[selection].transform.position = Vector3.Lerp(startPosition, endPosition, t);
}
// code for instantiating the gameobjects
void pickpoints()
{
foreach (GameObject cube01 in splashImagesGOList)
{
int selection = UnityEngine.Random.Range(0, splashImagesGOList.Count);
// Instantiate(splashImagesGOList[selection], cube01.transform.position, cube01.transform.rotation);
Instantiate(splashImagesGOList[selection], startPosition, cube01.transform.rotation);
}
}
}