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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- public class MapGenerator : MonoBehaviour
 
- {
 
-     public string nameHeard = "L";
 
-     public int x_Count = 0;
 
-     public int y_Count = 0;
 
-     public string ab_Name;
 
-     private List<GameObject> quadList = new List<GameObject>();
 
-     private bool isInit = false;
 
-     private bool isShow = false;
 
-     public bool initDone = false;
 
-     public void InitMap()
 
-     {
 
-         if (!isInit)
 
-         {
 
-             StartCoroutine(CreatMap(false));
 
-         }
 
-     }
 
-     public void ShowMap()
 
-     {
 
-         if (!isShow)
 
-         {
 
-             isShow = true;
 
-             if (!isInit)
 
-             {
 
-                 StartCoroutine(CreatMap(true));
 
-             }
 
-             else
 
-             {
 
-                 foreach (var mapQuad in quadList)
 
-                 {
 
-                     mapQuad.SetActive(true);
 
-                 }
 
-             }
 
-         }
 
-     }
 
-     public void Hide()
 
-     {
 
-         if (isShow)
 
-         {
 
-             isShow = false;
 
-             foreach (var mapQuad in quadList)
 
-             {
 
-                 mapQuad.SetActive(false);
 
-             }
 
-         }
 
-     }
 
-     private IEnumerator CreatMap(bool showQuad=false)
 
-     {
 
-         isInit = true;
 
-         WaitForSeconds wait = new WaitForSeconds(0.01f);
 
-         for (int i = 0; i < x_Count; i++)
 
-         {
 
-             for (int j = 0; j < y_Count; j++)
 
-             {
 
-                 GeneratorQuad(i, j, new Vector2(1, 1),showQuad);
 
-             }
 
-             yield return wait;
 
-         }
 
-         initDone = true;
 
-     }
 
-     private void GeneratorQuad(int _x, int _y, Vector2 _size,bool showQuad)
 
-     {
 
-         string texName = $"{nameHeard}{_x}_{_y}";
 
-         GameObject tempQuad = new GameObject(texName);
 
-         if (!isShow||showQuad == false)
 
-         {
 
-             tempQuad.SetActive(false);
 
-         }
 
-         MeshFilter meshFilter = tempQuad.AddComponent<MeshFilter>();
 
-         MeshRenderer meshRenderer = tempQuad.AddComponent<MeshRenderer>();
 
-         Material tempMat = new Material(Shader.Find("Unlit/Texture"));
 
-         meshRenderer.material = tempMat;
 
-         TextureLoadHelp._Instance.LoadTexFromUrl_AB(ab_Name + "_" + _x, texName + ".jpg", tempMat);
 
-         Mesh mesh = new Mesh();
 
-         mesh.vertices = new Vector3[]
 
-         {
 
-             new Vector3(-_size.x / 2, -_size.y / 2, 0), // BL
 
-             new Vector3(-_size.x / 2, _size.y / 2, 0), // TL
 
-             new Vector3(_size.x / 2, _size.y / 2, 0), // TR
 
-             new Vector3(_size.x / 2, -_size.y / 2, 0), // BR
 
-         };
 
-         mesh.uv = new Vector2[]
 
-         {
 
-             new Vector2(0, 0), // BL
 
-             new Vector2(0, 1), // TL
 
-             new Vector2(1, 1), // TR
 
-             new Vector2(1, 0), // BR
 
-         };
 
-         mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
 
-         meshFilter.mesh = mesh;
 
-         tempQuad.transform.SetParent(this.transform);
 
-         tempQuad.transform.localScale = Vector3.one;
 
-         var x = (-x_Count * 0.5f) + (_y * _size.x) + 0.5f;
 
-         var y = (y_Count * 0.5f) - (_x * _size.y) - 0.5f;
 
-         tempQuad.transform.localPosition = new Vector3(x, y, 0);
 
-         quadList.Add(tempQuad);
 
-     }
 
- }
 
 
  |