private void CreateCubeByYLess() { int _createY = m_oldLandY - m_labdY - 1; for (int j = m_nowLandX - m_labdX; j <= m_nowLandX + m_labdX; j++) { Transform _cude = CreateCude(j, -2, _createY); cubeLand _cubeLand = _cude.gameObject.AddComponent <cubeLand>(); _cubeLand.SetSubeLandInfo(j, _createY); m_landList.Add(_cubeLand); } }
private void CreateCubeByXBigger() { int _createX = m_oldLandX + m_labdX + 1; for (int j = m_nowLandY - m_labdY; j <= m_nowLandY + m_labdY; j++) { Transform _cude = CreateCude(_createX, -2, j); cubeLand _cubeLand = _cude.gameObject.AddComponent <cubeLand>(); _cubeLand.SetSubeLandInfo(_createX, j); m_landList.Add(_cubeLand); } }
private void InitLand() { for (int i = 0 - m_labdX; i <= m_labdX; ++i) { for (int j = 0 - m_labdY; j <= m_labdY; ++j) { Transform _cude = CreateCude(i, -2, j); cubeLand _cubeLand = _cude.gameObject.AddComponent <cubeLand>(); _cubeLand.SetSubeLandInfo(i, j); m_landList.Add(_cubeLand); } } }