Files
test/Assets/PerfectWorld/Scripts/UI/MiniMap/CDlgMiniMap.cs
T
2026-04-20 17:08:04 +07:00

155 lines
5.7 KiB
C#

using System.Collections.Generic;
using BrewMonster;
using BrewMonster.Scripts;
using BrewMonster.Scripts.Extensions;
using BrewMonster.UI;
using CSNetwork.GPDataType;
using TMPro;
using UnityEngine;
using UnityEngine.U2D;
using UnityEngine.UI;
namespace PerfectWorld.UI.MiniMap
{
public class CDlgMiniMap : AUIDialog
{
public struct MARK
{
public int nNPC;
public string strName;
public A3DVECTOR3 vecPos;
public int mapID; // 地图ID // map ID (exposed for USER_LAYOUT save)
public MARK(int nNPC, string strName, A3DVECTOR3 vecPos, int mapID)
{
this.nNPC = nNPC;
this.strName = strName;
this.vecPos = vecPos;
this.mapID = mapID;
}
}
[SerializeField] private Vector3 _debugHostPlayerPos;
[SerializeField] private RectTransform _hostPlayerIcon;
[SerializeField] private byte nRow, nCol; // number of rows and cols in the current map instances.txt
[SerializeField] private TMP_Text txtHostPos;
[SerializeField] private Image _imageMiniMapPrefab;
[SerializeField] private List<Image> _listImageMiniMap = new();
[SerializeField] private RectTransform _transformMiniMapParent;
[SerializeField] private Button _worldMapButton;
// reference to unity sprite atlas
[SerializeField] private SpriteAtlas _spriteAtlas;
private List<MARK> m_vecMark = new();
private List<MARK> m_vecNPCMark = new();
private Dictionary<string, Sprite> m_TexMap = new();
private List<string> _texToDelete = new(); // list of texture to delete from m_TexMap, use in update functions.
private float m_fZoom = 1.0f;
private bool m_bShowMark = true;
private bool m_bShowTargetArrow = true;
// map state
private bool isShowMiniMap = true;
CECHostPlayer m_pHostPlayer;
Vector3Int _lastIntHostPos = Vector3Int.zero;
private int m_nMode; // TODO: currently, there is only get logic, not set logic
private void Awake()
{
LoadAllMiniMapTextures();
_worldMapButton.onClick.AddListener(OnMiniMapClicked);
}
void Update()
{
UpdateMiniMap();
}
/// <summary>
/// We keep the player icon at the center of the minimap. Then we update the position of the map itself.
/// TODO: We have to keep track of the NPC icons on the map also.
/// </summary>
private void UpdateMiniMap()
{
m_pHostPlayer = GetHostPlayer();
if (m_pHostPlayer == null) return;
// TODO: This should be the position of the host player, not hardcoded.
Transform hostTransform = m_pHostPlayer.transform;
Vector3 vecPosHost = hostTransform.position;
Vector3Int currentIntHostPos = new Vector3Int(Mathf.RoundToInt(vecPosHost.x) / 10 + 400, Mathf.RoundToInt(vecPosHost.y) / 10, Mathf.RoundToInt(vecPosHost.z) / 10 + 550);
if (currentIntHostPos != _lastIntHostPos)
{
txtHostPos.text = $"{currentIntHostPos.x}, {currentIntHostPos.z}, ↑{currentIntHostPos.y}";
_lastIntHostPos = currentIntHostPos;
}
Vector2 hostPlayerPos = new Vector2(vecPosHost.x / 2, vecPosHost.z / 2);
_transformMiniMapParent.anchoredPosition = -hostPlayerPos;
_hostPlayerIcon.localRotation = Quaternion.Euler(0, 0, -hostTransform.localRotation.eulerAngles.y);
}
/// <summary>
/// Get the Host Player instance.
/// </summary>
/// <returns></returns>
private CECHostPlayer GetHostPlayer()
{
return CECGameRun.Instance.GetHostPlayer();
}
// change radar mode
public int GetMode() { return m_nMode; }
/// <summary>Returns the list of user-placed marks on the minimap (for layout save/load).</summary>
public List<MARK> GetMarks() => m_vecMark;
/// <summary>User click on the minimap, we'll show the world map.</summary>
public void OnMiniMapClicked()
{
var dlg = CECUIManager.Instance.ShowUI("Win_WorldMap") as DlgWorldMap;
// dlg?.Show(true);
// dlg?.OnInitDialog();
}
// keep this so we can load all textures of other map also.
[ContextMenu("LoadAllMiniMapTextures")]
public void LoadAllMiniMapTextures()
{
// delete all images in parent
foreach(Transform child in _transformMiniMapParent)
{
Destroy(child.gameObject);
}
Sprite pSprite = null;
for(int r = 0; r < nRow + 3; r++)
{
for(int c = 0; c < nCol + 3; c++)
{
string strIndex = $"{r:D2}{c:D2}";
pSprite = _spriteAtlas.GetSprite(strIndex);
var image = Instantiate(_imageMiniMapPrefab, _transformMiniMapParent);
image.sprite = pSprite;
image.name = strIndex;
image.gameObject.SetActive(true);
}
}
}
// this is for debuging/testing while this feature was in development
[ContextMenu("MoveHostPlayerIconToPos")]
public void MoveHostPlayerIconToPos()
{
Vector2 hostPlayerPos = new Vector2(_debugHostPlayerPos.x / 2, _debugHostPlayerPos.z / 2);
_transformMiniMapParent.anchoredPosition = -hostPlayerPos;
}
}
}