unity3d 小地图的实现 脚本代码

using UnityEngine;
 
using System.Collections;
 
public class minMap : MonoBehaviour {
 
public Texture backGround;//小地图背景
 
public Texture playerMiniLogo;//玩家标记(可旋转)
 
public Texture NpcMiniLogo;//NPC标记 如建筑
 
public Texture DirectionArrow;
 
public Transform Player;//玩家所在位置
 
public float arrowAngle=0;
 
//real map size(3d world units)
 
public float mapWidth=2000;//场景实际宽
 
public float mapHeight=2000;//场景实际高
 
//minimap size(texture)
 
public float miniMapWidth=256;//小地图宽
 
public float miniMapHeight=256;//小地图高
 
//
 
private float backAlpha=0.9f;//背景透明度
 
public string NpcTags=“NPC”;
 
private GameObject[] DrawNpcs;
 
// Use this for initialization
 
void Start () {
 
DrawNpcs = GameObject.FindGameObjectsWithTag(NpcTags);
 
}
 
// Update is called once per frame
 
void Update () {
 
}
 
void OnGUI()
 
{
 
DrawMiniMap(Screen.width - miniMapWidth, Screen.height - miniMapHeight, 2);
 
}
 
void DrawMiniMap(float LeftX,float LeftY,int PointSize)
 
{
 
GUI.depth=-10;
 
GUI.color=new Color(1,1,1,backAlpha);
 
GUI.DrawTexture(new Rect(LeftX,LeftY,miniMapWidth,miniMapHeight),backGround);
 
//draw npcs
 
if(DrawNpcs != null)
 
{
 
for (int i = 0; i < DrawNpcs.Length;i++ )
 
{
 
GameObject npc = DrawNpcs[i];
 
GUI.color = new Color(1, 1, 1, 1);
 
GUI.DrawTexture(new Rect(LeftX + (npc.transform.position.x / mapWidth) * miniMapWidth - (PointSize / 2), LeftY + (miniMapHeight - (npc.transform.position.z / mapHeight) * miniMapHeight - (PointSize / 2)), PointSize, PointSize), NpcMiniLogo);
 
}
 
}
 
//draw  direction arrow 绘制玩家图标可旋转箭头
 
if (DirectionArrow != null)
 
{
 
GUI.depth = 20;
 
GUI.color = new Color(1, 1, 1, 1);
 
GUIUtility.RotateAroundPivot(Player.eulerAngles.y, new Vector2(LeftX + (Player.position.x / mapWidth) * miniMapWidth, LeftY + (miniMapHeight - (Player.position.z / mapHeight) * miniMapHeight)));
 
GUI.DrawTexture(new Rect(LeftX + (Player.position.x / mapWidth) * miniMapWidth - (DirectionArrow.width / 2), LeftY + (miniMapHeight - (Player.position.z / mapHeight) * miniMapHeight - (DirectionArrow.height / 2)), DirectionArrow.width, DirectionArrow.height), DirectionArrow);
 
GUI.matrix = Matrix4x4.identity;
 
}
 
}
 
}

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