闲的不行 写个小地图 思路就在注释里。
美术给到整个地图航拍2D图片做小地图底图 长宽跟mesh地图等比长宽
剩下的交给Control+C/V //~
public class NewBehaviourScript : MonoBehaviour
{
public Image mapImg;//小地图图片
public Image heroImg;//小地图玩家图片
public GameObject hero;//玩家obj
public GameObject map;//地图obj
Vector3 lastAngle;
Vector3 mapPos;
float mapLength = 0;
float mapWidth = 0;
float refreshTime1 = 1;//1秒小地图更新一次位置
void Start()
{
mapPos = map.transform.position;
}
void Update()
{
#region 移动
//省略
#endregion
refreshTime1 -= Time.deltaTime;
if(refreshTime1 <= 0)
{
RefreshMiniMap();
refreshTime1 = refreshTime;
}
if (lastAngle != transform.eulerAngles)
{
lastAngle = transform.eulerAngles;
heroImg.rectTransform.eulerAngles = new Vector3(0, 0, -transform.eulerAngles.y);
}
}
public void RefreshMiniMap()
{
if (ReferenceEquals(hero, null) || ReferenceEquals(map, null))
return;
float heroX = 0;
float heroZ = 0;
heroX = hero.transform.position.x;
heroZ = hero.transform.position.z;
mapLength = map.transform.localScale.x;
mapWidth = map.transform.localScale.z;
Debug.Log($"玩家平面位置 x:{heroX},y:{heroZ}\n地图长宽L:{mapLength},W:{mapWidth}");
float lengthTotalDistance = mapLength * 5;//mesh地图总长
float widthTotalDistance = mapWidth * 5;//总宽
//先计算相对地图的玩家xy移动距离
float moveX = lengthTotalDistance - Mathf.Abs(heroX) - mapPos.x;
float moveZ= widthTotalDistance - Mathf.Abs(heroZ) - mapPos.z;
//算出X Y 移动比例
float ratioX = moveX / lengthTotalDistance;
float ratioZ = moveZ / widthTotalDistance;
Debug.Log($"移动距离: X ={moveX},Z ={moveZ} \n地图对于玩家移动比例 X:{ratioX},Y:{ratioZ}");
//(小地图img总长)* 移动比例 - (小地图img总长/2)
float imgHeroPosX = 300 * ratioX -150;
float imgHeroPosY = 300 * ratioZ -150;
//赋值 结束
heroImg.rectTransform.localPosition = new Vector3(imgHeroPosX, imgHeroPosY, 0);
}
}