一 2d区域为父物体(涉及到UI变动自适应等)
2d区域和2d物体 Itme的锚点设置 看自己 ,设置不同 算法 取值不同
public Transform PosList;
public GameObject Item;//
void Start()
{
StartCoroutine( CreateTest());
}
List vectorY = new List();
List vectorX = new List();
List vector2s = new List();
Vector2 pos = new Vector2();
float _mapWidth;
float _mapHight;
public IEnumerator CreateTest()
{
_mapWidth = PosList.GetComponent().rect.width;//获取ui的实际宽度
_mapHight = PosList.GetComponent().rect.height;//长度
Vector2 pos2D = PosList.position;
Debug.Log("_mapWidth=" + _mapWidth + "_mapHight=" + _mapHight + " pos2Dx=" + pos2D.x + " pos2Dy=" + pos2D.y);
Debug.Log("Item.transform.GetComponent().rect.width=" + Item.transform.GetComponent().rect.width );
float ItmeWidth = Item.transform.GetComponent().rect.width/2;
float ItmeHeigh = Item.transform.GetComponent().rect.height/2;
for (int i = 0; i
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