public void ConstructGird() { this.m_GridSpriteList = new List <tk2dSprite>(); for (int i = 0; i < ClientSystemConstants.BUILDING_TILE_MAP_SIZE.height; i++) { for (int j = 0; j < ClientSystemConstants.BUILDING_TILE_MAP_SIZE.width; j++) { if (BattleMapData.Instance.GridArray[i, j] != GridType.Out) { float depth = this.m_GridPrefab.transform.position.z; GameObject gridObject = (GameObject)ObjectPoolController.InstantiateWithoutPool(this.m_GridPrefab); //GameObject.Instantiate(this.m_GridPrefab) as GameObject; Vector3 position = PositionConvertor.GetWorldPositionFromBuildingTileIndex (new TilePosition(j, i)); gridObject.transform.position = new Vector3(position.x, position.y, depth); gridObject.transform.parent = this.m_ParentNode; tk2dSprite gridSprite = gridObject.GetComponentInChildren <tk2dSprite>(); gridSprite.spriteId = gridSprite.GetSpriteIdByName(BattleMapData.Instance.GridArray[i, j].ToString()); this.m_GridSpriteList.Add(gridSprite); } } } this.DisplayGrid(); }