小地图的实现

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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