void CreateCell(uint x, uint z, uint i) //创建单元格 { Vector3 position; position.x = x * 10f; position.y = Ground.transform.localPosition.y; position.z = z * 10f; CubeCell Cell = CubeCells[i] = Instantiate <CubeCell>(CubePrefab); Cell.SetPosition(x, z); Cell.transform.SetParent(transform, false); Cell.transform.localPosition = position + Offset; Cell.name = "CubeCell (" + x.ToString() + "," + z.ToString() + ")"; }
//private void Update() //{ // //for(int i=0;i<RowCounter.Count;i++) // // Debug.Log(string.Format("第{0}行单位数:{1}", i,RowCounter[i])); //} void CreateCell(int x, int z, int i) //创建单元格 { Vector3 position; position.x = x * Distance; position.y = Ground.transform.localPosition.y; position.z = z * Distance; CubeCell Cell = Instantiate <CubeCell>(CubePrefab); CubeCells.Add(Cell); Cell.SetPosition(x, z); Cell.transform.SetParent(transform, false); Cell.transform.localPosition = position + Offset; Cell.name = string.Format("CubeCell({0},{1})", x, z); Cell.gameObject.SetActive(false); }