public void UpdateCreateMap(Vector3 pos) { //int targetChunkX = (int)(pos.x / width) + 1; //int targetChunkZ = (int)(pos.z / width) + 1; //是否需要 根据位置 if (MapIndexConfig.IsneedCreateMapByPos(lastPos, pos) == false) { return; } //是否需要 根据 // 1 需要的地图块 MapIndex[] mapIndexs = MapIndexConfig.GetMap9(pos); /// 对比是否已经加载过了 List <MapIndex> needMapIndexs = new List <MapIndex>(); for (int i = 0; i < mapIndexs.Length; i++) { bool is_had = false; foreach (MapIndex mapIndex in list_had_mapindexs) { if (MapIndexConfig.CompareMapIndex(mapIndex, mapIndexs[i]) == true) { is_had = true; } } if (is_had == false) { needMapIndexs.Add(mapIndexs[i]); } } /// foreach (MapIndex mapIndex in needMapIndexs) { CreateMap(mapIndex); } /// lastPos = pos; }