void RemoveAndUnstoreWalls(List <Transform> walls) { /* * 遍历墙 * { * 清除墙 * 清除列表里的记录 * } */ foreach (Transform wall in walls) { MPool.Set(wall.gameObject); _walls.Remove(wall); } }
void SpownAndStoreWalls(List <Vector2Int> positions) { /* * 遍历位置 * if(这个位置没有墙) * { * 生成墙 * 加入列表 * } */ foreach (Vector2Int position in positions) { if (!HaveWall(position)) { GameObject wall = MPool.Get(_wall, new Vector3(position.x, WALL_Y, position.y), Quaternion.identity); _walls.Add(wall.transform); } } }