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[编辑器/功能拓展] Terrain Grid System 13.6.1 地形网格系统

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发表于 2022-11-16 14:23:22 | 显示全部楼层 |阅读模式
本帖最后由 阿拉丁神经 于 2022-11-16 14:25 编辑



Terrain Grid System is an advanced grid generator and territory/cell highlighter with powerful features for both Terrain and 2D grids.

Are you working on a strategy or RTS game and want to quickly highlight cells under some units or show territories under control?
Do you wish to allow the player choose a destination over a terrain?
Or do you simply want an interactive grid over any mesh?
This is the perfect asset for that!

**Key Features**
- Easy to use. Add Terrain Grid System script to your terrain, gameobject or group of objects to instantly attach and configure the grid. Or drag & drop the prefab to use it in stand-alone mode (no terrain mode).
- Configurable, fully interactive and fast grid generation, including Voronoi tessellation, box/squared, rectangular and hexagonal types.
- Compatible with Unity standard terrain, mesh-based terrains or any gameobject with a mesh.
- Change visibility, color or texture of cells from Unity editor with the integrated grid editor.
- Produces highly optimized grid mesh with reduced vertex count.
- Two levels of regions: cells and territories.
- Fastest selectable and highlighting system for both cells and territories.
- Coloring and fade out support for both cells and territories.
- A* Pathfinding for boxed and hexagonal grids with customizable cell weights and obstacles.
- Easily define blocking cells or assign cells to different groups (zones, obstacles, custom navigatable paths, ...)
- Get neighbours or cells in range according to crossing cost, max steps or cell group masks
- LOS (Line of Sight) functions.
- Easy rectangle selection of cells.
- Different positioning options for best mesh adaptation to the terrain, including scaling and positioning inside terrain boundaries, maximum terrain slope, minimum altitude, ...
- Control the visibility of individual cells using API or alpha texture mask.
- Define territories using a color texture or the embedded grid editor!
- Supports multiple grids in the scene as well as multiple grids per terrain.
- More than 20 demo scenes included with useful sample code!

** Technical Features **
- Can work alone (as planar grid), with Unity terrain and mesh based terrains.
- Supports one or more grids per standard Unity terrain object.
- Multi-tile standard terrain currently requires one separate grid per each terrain.
- Multi-tile mesh-based terrains can be covered by a single grid.
- Works with orthographic and perspective cameras.
- Compatible with Built-in, URP and HDRP pipelines.
- Extensive API (C#) for controlling and managing the grid, including selectable cells/territories, finding neighbours and merging cells.
- Full source code included (C#).


地形网格系统是一个先进的网格生成器和领土/单元格高亮显示器,具有强大的功能,适用于地形和2D网格。
你是否致力于一款策略或RTS游戏,并希望快速突出某些单位下的细胞或显示所控制的领土?
你是否希望玩家能够在地形上选择目的地?
或者你只是想在任何网格上建立一个交互式网格?
这是一个完美的资产!

* * * *的关键特性
-使用方便。添加地形网格系统脚本到您的地形,游戏对象或对象组立即附加和配置网格。或拖放预制使用它在独立模式(没有地形模式)。
-可配置,完全交互和快速网格生成,包括Voronoi镶嵌,方框/方,矩形和六边形类型。
-兼容Unity标准地形,基于网格的地形或任何带有网格的游戏对象。
-改变可见性,颜色或纹理的细胞从Unity编辑器与集成网格编辑器。
-产生高度优化的网格网格减少顶点计数。
-两个级别的区域:细胞和领土。
-最快的选区和区域选择和高亮系统。
-着色和淡出支持的细胞和领土。
- A*寻径盒和六边形网格自定义单元权重和障碍。
-轻松定义阻塞细胞或分配细胞到不同的组(区域,障碍,自定义导航路径,…)
-根据穿越成本,最大步数或细胞群掩码获得范围内的邻居或细胞
- LOS(视线)功能
-简单的矩形选择单元格。
-不同的定位选项为最佳的网格适应地形,包括缩放和定位在地形边界内,最大的地形坡度,最小的高度,…
-使用API或alpha纹理掩码控制单个细胞的可见性。
-使用颜色纹理或嵌入式网格编辑器定义领土!
-支持场景中的多个网格以及每个地形的多个网格。
-超过20个演示场景包括有用的示例代码!

**技术特点**
-可以单独工作(作为平面网格),与统一地形和基于网格的地形。
-每个标准Unity地形对象支持一个或多个网格。
-多瓷砖标准地形目前需要一个单独的网格每个地形。
-基于网格的多瓦地形可以由一个网格覆盖。
-使用正投影和透视相机。
-兼容内置,URP和HDRP管道。
-广泛的API (c#)控制和管理网格,包括可选择的单元格/区域,查找邻居和合并单元格。
-包括完整的源代码(c#)。





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