public void CreateMap(Map map) { nowMapMessage.Clear(); nowMap = map; for (short i = 0; i < map.mapXCount; i++) { for (short j = 0; j < map.mapYCount; j++) { MapNode node = new MapNode(); node.xPoint = i; node.yPoint = j; MapPointMessage temp = new MapPointMessage(); temp.xPoint = i; temp.yPoint = j; temp.xposition = (i - map.mapXCount / 2) * 10; temp.yposition = (j - map.mapYCount / 2) * 10; int index = i * map.mapYCount + j; if (index >= map.mapData.Count) { temp.textureID = 0; } else { temp.textureID = map.mapData[index]; } nowMapMessage.Add(node, temp); } } SceneAction.OnUpDateMap(); }