//取TextureId public int GetId(Vector3 worldPos) { int posX = Math.Max((int)(worldPos.x - _terrainInitPos.x), 0); int posZ = Math.Max((int)(worldPos.z - _terrainInitPos.z), 0); int subId = CalcPos2SubId(posX, posZ); TerrainItem item = GetSubTerrain(subId); if (item != null) { posX %= _splitWidth; posZ %= _splitHeight; return(item.GetTextureId(posX, posZ, _defaultId)); } return(_defaultId); }