2025.9.25 minimap小地图
This commit is contained in:
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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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@ -399,7 +400,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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}
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public void StartVersusBattle(BattleSubMode mode, ActorData[] teamActors, ActorData[] enemyActors, string sceneName, float maxBattlingTime, BattleEndCondition[] endConds,
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GvGMark[] OurMarks, GvGMark[] EnemyMarks,bool IsPresspoint,int nPresspoint)
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GvGMark[] OurMarks, GvGMark[] EnemyMarks, bool IsPresspoint, int nPresspoint)
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{
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mCommonEffectIds.Clear();
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if (teamActors == null || enemyActors == null || string.IsNullOrEmpty(sceneName)) return;
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@ -412,7 +413,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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conds.AddRange(endConds);
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ForceSyncSkill();
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TowerBattleInfo bi = TowerBattleCfgMgr.Instance.GetTowerBattleInfo();
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mBattle = new VersusBattle(mode, bi, teamActors, enemyActors, sceneName, maxBattlingTime, conds, OurMarks,EnemyMarks,IsPresspoint, nPresspoint);
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mBattle = new VersusBattle(mode, bi, teamActors, enemyActors, sceneName, maxBattlingTime, conds, OurMarks, EnemyMarks, IsPresspoint, nPresspoint);
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mBattle.Start();
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SaveBattleStat();
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}
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@ -480,7 +481,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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public bool StartTimeBattle(LuaTable luaTbl,
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BattleSubMode mode, float maxFightingTime, string sceneName, string bgmMusic,
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ActorData[] ourActors, ActorData[] enemyActors, ServerFighterParam[] fighterParams,
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BattleEndCondition[] endConds, ValType[] factors,int nRestoreSp, GvGMark[] OurMarks,
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BattleEndCondition[] endConds, ValType[] factors, int nRestoreSp, GvGMark[] OurMarks,
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GvGMark[] EnemyMarks)
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{
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if (mode == BattleSubMode.None) return false;
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@ -931,7 +932,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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if (BattleCamera.Instance != null)
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{
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EnableBattleCamera();
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if(0 < mBattle.FighterMgr.TeamFighters.Count)
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if (0 < mBattle.FighterMgr.TeamFighters.Count)
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BattleCamera.Instance.LockFighter(mBattle.FighterMgr.TeamFighters[0], BattleCamera.Instance.CamCfg.followCamOffset, forward, BattleCamera.Instance.CamCfg.followCameraFov, BattleCamera.Instance.CamCfg.followDist, immediate);
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}
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}
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@ -1088,7 +1089,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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teamDataDirty = true;
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if (mInFighting)
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{
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if(bIsForce)// 强制结束战斗 同步属性(巡游战斗中)
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if (bIsForce)// 强制结束战斗 同步属性(巡游战斗中)
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{
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ForceStopBattle();
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ClearBattleLog();
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@ -1144,7 +1145,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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if (skillParams == null) return;
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bool bIsFind = dirtySkills.ContainsKey(uid);
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if(bIsFind)
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if (bIsFind)
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{
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dirtySkills[uid] = skillParams;
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}
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@ -1339,7 +1340,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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if (mLuaBattleMgr == null) return;
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mLuaBattleMgr.CallCS2Lua("OnForceBattleFailed", bossBattle, mBattle.IsPlayRecord);
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}
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else if(mBattle.IsTimeBattle)
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else if (mBattle.IsTimeBattle)
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{
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mLuaTimeBattleMgr.CallCS2Lua("OnForceBattleFailed");
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}
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@ -1397,7 +1398,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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{
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TimeBattle pTimeBattle = mBattle as TimeBattle;
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float fRestorSp = 0.0f;
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if(null != pTimeBattle)
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if (null != pTimeBattle)
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{
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fRestorSp = pTimeBattle.GetRestoreSp();//远征之门 战斗胜利后的 回蓝
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}
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@ -1415,7 +1416,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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}
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}
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public void OnBattleFailed(bool bossBattle, int bossLife = 0, int bossSp = 0,bool bIsShowFailedUi = true)
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public void OnBattleFailed(bool bossBattle, int bossLife = 0, int bossSp = 0, bool bIsShowFailedUi = true)
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{
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if (mBattle.IsNormalBattle)
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{
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@ -1452,11 +1453,11 @@ public class BattleMgr : SingletonMono<BattleMgr>
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MathUtil.ConverFloatRound(ref fspPercent);//防止丢之精度 2位后有值 向前进一位
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fhpPercent = Mathf.Min(fhpPercent, 1.0f);
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fspPercent = Mathf.Min(fspPercent, 1.0f);
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fighterParams.Add(new ServerFighterParam(f.Actor.ID, 0,0, fhpPercent, fspPercent));
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fighterParams.Add(new ServerFighterParam(f.Actor.ID, 0, 0, fhpPercent, fspPercent));
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}
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}
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mLuaTimeBattleMgr.CallCS2Lua("OnBattleFailed", mBattle.CurBattleField.BattleFrame / Constants.frame_to_time, fighterParams, bossLife, bossSp);
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mLuaTimeBattleMgr.CallCS2Lua("OnBattleFailed", mBattle.CurBattleField.BattleFrame / Constants.frame_to_time, fighterParams, bossLife, bossSp);
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}
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@ -1539,7 +1540,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
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mLuaBossBattleMgr.CallCS2Lua("OnSyncBossDamage", hurtParam.mHurtVal, mBattle.IsPlayRecord);
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}
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}
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else if (mBattle.IsTimeBattle &&( mBattle.SubBattleMode == BattleSubMode.Guild || mBattle.SubBattleMode == BattleSubMode.GuildEx) )
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else if (mBattle.IsTimeBattle && (mBattle.SubBattleMode == BattleSubMode.Guild || mBattle.SubBattleMode == BattleSubMode.GuildEx))
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{
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if (mLuaTimeBattleMgr == null) return;
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UIEventParamFighterHurt hurtParam = ce.Data;
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@ -2037,15 +2038,20 @@ 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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GetFightersPos();
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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
|
||||
//minimap ui尺寸280*280
|
||||
//hero是箭头
|
||||
//goes[0]是minimap,其余是怪物
|
||||
|
||||
Vector3 player_pos = BattleMgr.Instance.Battle.FighterMgr.TeamFighters[0].Position;
|
||||
Vector3 player_dir = BattleMgr.Instance.Battle.FighterMgr.TeamFighters[0].Forward;
|
||||
|
||||
//更新玩家go在小地图上的对应位置
|
||||
RectTransform arrow = hero.gameObject.GetComponent<RectTransform>();
|
||||
arrow.anchoredPosition = new Vector2(player_pos.x * 2f, player_pos.z * 2f);
|
||||
|
||||
//Debug.Log("player_pos:" + player_pos + " player_dir:" + player_dir);
|
||||
//Debug.Log("hero.transform.position:" + hero.transform.position);
|
||||
|
||||
// 根据角色朝向更新小地图箭头的旋转
|
||||
float angle = Mathf.Atan2(player_dir.x, player_dir.z) * Mathf.Rad2Deg;
|
||||
arrow.localRotation = Quaternion.Euler(0, 0, -angle);
|
||||
|
||||
|
||||
//设置怪物的位置,GetFightersPos获取怪物go,[0]不是怪物
|
||||
GetFightersPos();
|
||||
int cnt = mFightersPos.Count;
|
||||
//Debug.Log("cnt:" + cnt);
|
||||
if (cnt < 2 || goes.Length < 1 || hero == null) return;
|
||||
|
||||
for (int idx = 1; idx < goes.Length; idx++)
|
||||
{
|
||||
if (idx + 1 >= cnt)
|
||||
{
|
||||
goes[idx].gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
goes[idx].gameObject.SetActive(true);
|
||||
Vector3 deltaPos = mFightersPos[idx + 1];
|
||||
float enemyX = 0, enemyZ = 0;
|
||||
//WorldPos2MinimapPos(deltaPos, mapSizeX, mapSizeZ, miniMapSizeX, miniMapSizeZ, ref enemyX, ref enemyZ);
|
||||
enemyX = deltaPos.x * 2f;
|
||||
enemyZ = deltaPos.z * 2f;
|
||||
var p = goes[idx].anchoredPosition;
|
||||
p.x = enemyX;
|
||||
p.y = enemyZ;
|
||||
goes[idx].anchoredPosition = p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector3> mFightersPos = new List<Vector3>();
|
||||
@ -2231,7 +2285,7 @@ public class BattleMgr : SingletonMono<BattleMgr>
|
||||
|
||||
private bool bHasLoadedRole = false;
|
||||
private bool bLoadingRoleModel = false;
|
||||
private Dictionary<int,GameObject> mRoleModelGoDict = new Dictionary<int,GameObject>();
|
||||
private Dictionary<int, GameObject> mRoleModelGoDict = new Dictionary<int, GameObject>();
|
||||
private bool bRoleModelDirty = false;
|
||||
|
||||
public bool LoadingRoleModel
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user