Cocos Creator:創建棋盤
- 創建地圖三部曲:
- 1. 創建layout組件
- 2. 創建預制體Prefab,做好精靈貼圖:
- 3. 創建腳本LayoutSprite.ts
- 收尾工作:
創建地圖三部曲:
1. 創建layout組件
使用layout進行布局,定義好Grid網格模式,做以下設置:
2. 創建預制體Prefab,做好精靈貼圖:
3. 創建腳本LayoutSprite.ts
import { _decorator, Component, Node, instantiate, Prefab} from 'cc';
const { ccclass, property } = _decorator;@ccclass('LayoutSprite')
export class LayoutSprite extends Component {@property({ type: Prefab })private gridItemPrefab = null;private myuuid = [];start() {//實例化一個gridItemPrefabfor (let i = 0; i < 64; i++) {let gridCell = instantiate(this.gridItemPrefab);this.node.addChild(gridCell);this.myuuid.push(gridCell.uuid);console.log(gridCell.uuid);}// console.log(this.myuuid[0]);// console.log(this.node.getChildByUuid(this.myuuid[0]));}}
收尾工作:
掛載腳本LayoutSprite.ts到layout組件上(拖上去),掛載預制體prefab到腳本的gridItemPrefab屬性上。大功告成!