for (int i = 0; i < XColumn; i++) { for (int j = yRow; j >0; j--) { GameObject grid = Instantiate(GridPrefab, new Vector2(i-7.5f, j-5.5f), Quaternion.identity); grid.transform.SetParent(transform); } }
这样 也可以的
/// <summary>
/// X 增量,Y 增量
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
private Vector2 CorrectPosition(int x, int y)
{//格子实际需要 实例化的坐标等于 GameManager的X坐标 减去 大网络的一半,再加上x坐标,
float Cx= transform.position.x - (XColumn - 1f) / 2f + (float)x;
float Cy = transform.position.y - (yRow +1f) / 2f + (float)y;
return new Vector2(Cx, Cy);
}