--- 删除事件点 local BHNewPoint = {} local this = BHNewPoint function this.Excute(arg, func) local pointList = arg.pointList local startIndex = arg.startIndex or 1 local dynamicPoints = arg.dynamicPoints Log("需要生成的点的数量是 " .. #dynamicPoints) if not dynamicPoints or #dynamicPoints == 0 then -- 一般生成点的方式 for i = startIndex, #pointList do local point = pointList[i] local mapId = point[1] --if mapId == MapManager.curMapId then local u = point[2] local v = point[3] local mapPointID = point[4] local pos = u * 256 + v Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointAdd, pos, mapPointID) --end end else -- 动态生成点的方式 for i=1, #dynamicPoints do local cell = dynamicPoints[i] MapManager.mapPointList[cell.cellId] = cell.pointId Log("需要生成的点位置是" .. cell.cellId.." Id是" .. cell.pointId) Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointAdd, cell.cellId, cell.pointId) end end if func then func() end end return this