直接获取TerrainData进行修改即可
using System.Collections; using UnityEngine; using UnityEditor; public class DynamicCreateTerrain : MonoBehaviour { public TerrainData terrainData; private float[,] heightsBackups; void Start() { //var terrain = CreateTerrain(); ModifyTerrainDataHeight(terrainData); // 5秒后恢复地形 StartCoroutine(Disable()); } // 动态创建地形 public Terrain CreateTerrain() { TerrainData terrainData = new TerrainData(); terrainData.heightmapResolution = 513; terrainData.baseMapResolution = 513; terrainData.size = new Vector3(50, 50, 50); terrainData.alphamapResolution = 512; terrainData.SetDetailResolution(32, 8); GameObject obj = Terrain.CreateTerrainGameObject(terrainData); AssetDatabase.CreateAsset(terrainData, "Assets/Terrain_ModifyHeight.asset"); AssetDatabase.SaveAssets(); return obj.GetComponent<Terrain>(); } // 动态改变地形 public void ModifyTerrainDataHeight(TerrainData terrainData) { int width = terrainData.heightmapWidth; int height = terrainData.heightmapHeight; float[,] array = new float[width, height]; print("" + width + " height:" + height); for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) { float f1 = i; float f2 = width; float f3 = j; float f4 = height; float baseV = (f1 / f2 + f3 / f4) / 2 * 1; array[i, j] = baseV * baseV; } // 备份高度图 heightsBackups = terrainData.GetHeights(0, 0, width, height); // 设置高度图 terrainData.SetHeights(0, 0, array); } IEnumerator Disable() { yield return new WaitForSeconds(5); Debug.Log("Recove Terrain."); terrainData.SetHeights(0, 0, heightsBackups); } }
需要注意的是,如果是在Editor模式下, 这样操作会直接修改TerrainData的数据,需要注意备份,不过打包完就没事,不会再被修改了。
这种做法可以动态改变地形,用来实现一些例如挖洞等的效果。
动态改变地形的插件:https://www.assetstore.unity3d.com/cn/#!/content/65795