BuildWall.cs

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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