返回的数据GetAlphamaps
返回的数组是三维的——前两个维度表示地图上的 x 和 y 坐标,而第三个维度表示应用了 alphamap 的 splatmap 纹理。
或者简单地说一个float[x, y, l]
地方
因此,假设您想在此像素坐标处将其设置为某个纹理,您所做的是
- 将纹理层的权重设置为
1
- 将所有其他层的权重设置为
0
因此,假设您有 3 层,并且您希望第二层(= index 1
)是完整的加权纹理:
float[,,] splatmapData = terrainData.GetAlphamaps(mapX, mapZ, 15, 15);
// Iterate over x-y coordinates within the array
for(var y = 0; i < 15; y++)
{
for(var x = 0; x < 15; x++)
{
// Set first layers weight to 0
splatmapData[x, y, 0] = 0;
// Set second layer's weight to 1
splatmapData[x, y, 1] = 1;
// Set third layer's weight to 0
splatmapData[x, y, 2] = 0;
}
}
terrainData.SetAlphamaps(mapX, mapZ, splatmapData);
然后我会enum
为层实现一个,比如让我们说
public enum TerrainLayer
{
Default = 0,
Green,
Red
}
因此您可以简单地将相应的层索引作为参数传递 - 比传递int
值本身更安全:
private void ChangeTexture(Vector3 worldPos, TerrainLayer toLayer)
{
print ("changeTexture");
int mapX = (int)(((worldPos.x - terrainPos.x) / terrainData.size.x) * terrainData.alphamapWidth);
int mapZ = (int)(((worldPos.z - terrainPos.z) / terrainData.size.z) * terrainData.alphamapHeight);
float[,,] splatmapData = terrainData.GetAlphamaps(mapX, mapZ, 15, 15);
for(var z = 0; z < 15; z++)
{
for(var x = 0; x < 15; x++)
{
// This ofcourse would be more efficient if you do this only once
// e.g. in Awake since the enum won't change on runtime
var values = (TerrainLAyer[])Enum.GetValues(typeof(TerrainLayer));
// Iterate through the enum and
for(var l = 0; l < values.Length; l++)
{
// set all layers to 0 except the toLayer
splatmapData[x, z, l] = values[l] == toLayer ? 1 : 0;
}
}
}
terrainData.SetAlphamaps (mapX, mapZ, splatmapData);
terrain.Flush ();
}
现在你可以简单地称之为例如
ChangeTexture(somePosition, TerrainLayer.Green);