/// <summary> /// 解析地形Tile数据 /// </summary> /// <param name="iSaveDir">保存目录</param> /// <param name="iTileIndex">Tile横向索引(Z轴方向)</param> /// <param name="iTerrainObj">拆分用地形对象</param> /// <param name="iMaxLayerLevel">地形最大层级</param> /// <param name="iLayerIndex">层级索引</param> /// <param name="iUpdateProgress">进度更新委托</param> public void SplitTerrains( string iSaveDir, GameObject iTerrainObj, Vector2 iTileIndex, int iMaxLayerLevel, int iLayerIndex, ProgressBarUpdate iUpdateProgress = null) { // 计算当前层级的拆分数量 var slicingCount = TerrainsSettings.CurSlicingCount(iMaxLayerLevel, iLayerIndex); // 计算当前层级Chunk尺寸计算 for (var r = 0; r < slicingCount; ++r) { for (var c = 0; c < slicingCount; ++c) { // 开始拆分 SplitTerrains( iSaveDir, iMaxLayerLevel - iLayerIndex, iTileIndex, slicingCount, iTerrainObj, new Vector2(r, c), iUpdateProgress); } } }