BuildWall.cs
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using UnityEngine;[ExecuteInEditMode]//编辑模式下执行public class BuildWall : MonoBehaviour{ public enum EDirection { Up, Down, Left, Right, UpLeft, UpRight, DownLeft, DownRight } public GameObject Brick; public EDirection WhichDirection; public int HowLong; void Start() { //清空子物体 gameObject.transform.DestroyChildren(); //判定方向 var dir = Vector3.zero; var spacing = 0; switch (WhichDirection) { case EDirection.Up: dir = Vector3.up; spacing = Brick.GetComponent<UISprite>().height; break; case EDirection.Down: dir = Vector3.down; spacing = Brick.GetComponent<UISprite>().height; break; case EDirection.Left: dir = Vector3.left; spacing = Brick.GetComponent<UISprite>().width; break; case EDirection.Right: dir = Vector3.right; spacing = Brick.GetComponent<UISprite>().width; break; case EDirection.UpLeft: dir = Vector3.up + Vector3.left; spacing = Mathf.Max(Brick.GetComponent<UISprite>().width, Brick.GetComponent<UISprite>().height); break; case EDirection.UpRight: dir = Vector3.up + Vector3.right; spacing = Mathf.Max(Brick.GetComponent<UISprite>().width, Brick.GetComponent<UISprite>().height); break; case EDirection.DownLeft: dir = Vector3.down + Vector3.left; spacing = Mathf.Max(Brick.GetComponent<UISprite>().width, Brick.GetComponent<UISprite>().height); break; case EDirection.DownRight: dir = Vector3.down + Vector3.right; spacing = Mathf.Max(Brick.GetComponent<UISprite>().width, Brick.GetComponent<UISprite>().height); break; } //创建墙体 for (var i = 0; i < HowLong; i++) { var newBrick = Instantiate(Brick, Vector3.zero, Quaternion.identity, transform); newBrick.transform.localPosition = dir * i * spacing; newBrick.tag = Brick.tag; newBrick.name = Brick.name + i; } }}
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