/// <summary> /// 创建层 /// </summary> /// <param name="layerIndex">1-->MAX_LAYER_COUNT</param> public void CreateLayer() { int layerIndex = GetFreeLayerIndex(); float moveFactor = 1.0f; if (layerIndex == 2) { moveFactor = 0.8f; } else if (layerIndex == 3) { moveFactor = 0.5f; } else if (layerIndex == 4) { moveFactor = 0.2f; } Debug.Log("@@@CreateLayer layerIndex: " + layerIndex + " moveFactor: " + moveFactor); MapEditorStroageData.MapLayerData data = new MapEditorStroageData.MapLayerData { layerIndex = layerIndex, moveFactor = moveFactor }; CreateLayer(data); }
/// <summary> /// 创建层 /// </summary> /// <param name="layerIndex">1-->MAX_LAYER_COUNT</param> //public void CreateLayer() //{ // int layerIndex = GetFreeLayerIndex(); // float moveFactor = 1.0f; // if (layerIndex == 2) // { // moveFactor = 0.8f; // } // else if (layerIndex == 3) // { // moveFactor = 0.5f; // } // else if (layerIndex == 4) // { // moveFactor = 0.2f; // } // Debug.Log("@@@CreateLayer layerIndex: " + layerIndex + " moveFactor: " + moveFactor); // MapEditorStroageData.MapLayerData data = new MapEditorStroageData.MapLayerData { layerIndex = layerIndex, moveFactor = moveFactor }; // CreateLayer(data); //} public void CreateLayer(int layerIndex, float moveFactorX = 1.0f, float moveFactorY = 1.0f) { MapEditorStroageData.MapLayerData data = new MapEditorStroageData.MapLayerData { layerIndex = layerIndex, moveFactorX = moveFactorX, moveFactorY = moveFactorY }; CreateLayer(data); }
public void CreateLayer(int layerIndex, float moveFactor) { MapEditorStroageData.MapLayerData data = new MapEditorStroageData.MapLayerData { layerIndex = layerIndex, moveFactor = moveFactor }; CreateLayer(data); }
public void CreateLayer(MapEditorStroageData.MapLayerData data) { if (data.layerIndex > 0) { if (layers[data.layerIndex - 1] == null) { GameObject layerObj = new GameObject("layer" + data.layerIndex.ToString()); layerObj.transform.parent = transform; layerObj.transform.localRotation = Quaternion.identity; layers[data.layerIndex - 1] = layerObj.transform; layerdatas[data.layerIndex - 1] = data; curLayerCount += 1; //新加的层属于当前正在编辑的层 curEditLayer = data.layerIndex; } else { layerdatas[data.layerIndex - 1] = data; } } }
public void CreateLayer(MapEditorStroageData.MapLayerData data) { Debug.Log("@@@@@@@@@@@@@Create Layer: " + data.layerIndex); if (data.layerIndex > 0) { if (layers[data.layerIndex - 1] == null) { GameObject layerObj = new GameObject("layer" + data.layerIndex.ToString()); layerObj.transform.parent = transform; layers[data.layerIndex - 1] = layerObj.transform; layerdatas[data.layerIndex - 1] = data; curLayerCount += 1; //新加的层属于当前正在编辑的层 curEditLayer = data.layerIndex; } else { Debug.LogError("@@@CreateLayer Error data.layerIndex: " + data.layerIndex + " data.moveFactor: " + data.moveFactor); } } }