2025.9.25 minimap小地图
This commit is contained in:
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3f1618ff83
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@ -1732,9 +1732,9 @@ RectTransform:
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@ -1,9 +1,9 @@
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@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using LuaInterface;
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using Mono.Xml;
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using System.Linq;
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public class BattleMgr : SingletonMono<BattleMgr>
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{
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@ -2037,14 +2038,19 @@ public class BattleMgr : SingletonMono<BattleMgr>
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void WorldPos2MinimapPos(Vector3 pos, int mapSizeX, int mapSizeZ, int miniMapSizeX, int miniMapSizeZ, ref float x, ref float z)
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{
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/*
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float xRate = pos.x / mapSizeX;
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float zRate = pos.z / mapSizeZ;
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x = miniMapSizeX * xRate;
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z = miniMapSizeZ * zRate;
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*/
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}
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public void RefreshMinimap(Vector3 center, int mapSizeX, int mapSizeZ, int miniMapSizeX, int miniMapSizeZ, GameObject hero, params RectTransform[] goes)
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{
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/*
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GetFightersPos();
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int cnt = mFightersPos.Count;
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if (cnt < 2 || goes.Length < 1 || hero == null) return;
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@ -2083,6 +2089,54 @@ public class BattleMgr : SingletonMono<BattleMgr>
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goes[idx].anchoredPosition = p;
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}
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}
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*/
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//3d大地图尺寸140*140
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//minimap ui尺寸280*280
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//hero是箭头
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//goes[0]是minimap,其余是怪物
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Vector3 player_pos = BattleMgr.Instance.Battle.FighterMgr.TeamFighters[0].Position;
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Vector3 player_dir = BattleMgr.Instance.Battle.FighterMgr.TeamFighters[0].Forward;
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//更新玩家go在小地图上的对应位置
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RectTransform arrow = hero.gameObject.GetComponent<RectTransform>();
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arrow.anchoredPosition = new Vector2(player_pos.x * 2f, player_pos.z * 2f);
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//Debug.Log("player_pos:" + player_pos + " player_dir:" + player_dir);
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//Debug.Log("hero.transform.position:" + hero.transform.position);
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// 根据角色朝向更新小地图箭头的旋转
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float angle = Mathf.Atan2(player_dir.x, player_dir.z) * Mathf.Rad2Deg;
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arrow.localRotation = Quaternion.Euler(0, 0, -angle);
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//设置怪物的位置,GetFightersPos获取怪物go,[0]不是怪物
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GetFightersPos();
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int cnt = mFightersPos.Count;
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//Debug.Log("cnt:" + cnt);
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if (cnt < 2 || goes.Length < 1 || hero == null) return;
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for (int idx = 1; idx < goes.Length; idx++)
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{
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if (idx + 1 >= cnt)
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{
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goes[idx].gameObject.SetActive(false);
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}
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else
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{
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goes[idx].gameObject.SetActive(true);
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Vector3 deltaPos = mFightersPos[idx + 1];
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float enemyX = 0, enemyZ = 0;
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//WorldPos2MinimapPos(deltaPos, mapSizeX, mapSizeZ, miniMapSizeX, miniMapSizeZ, ref enemyX, ref enemyZ);
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enemyX = deltaPos.x * 2f;
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enemyZ = deltaPos.z * 2f;
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var p = goes[idx].anchoredPosition;
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p.x = enemyX;
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p.y = enemyZ;
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goes[idx].anchoredPosition = p;
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}
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}
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}
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List<Vector3> mFightersPos = new List<Vector3>();
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