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;
}
}
}