游戏中的小地图(玩家真实位置转换到UI坐标上)

真实坐标和小地图上的坐标显示

简单理解  (自身坐标是相对于原点算的  ui坐标是相对于小地图中的中心点为原点的坐标,所以需要转换,算出自己的位置相对于地图左下角的比例  再转换到ui地图中的比例  因为ui地图的中心点才是原点  所以要减去一半的坐标才是真实的坐标)

正常大小的地图

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class MinMap : MonoBehaviour,IPointerDownHandler
{
    public Image mimimap;
    [Header("小地图指针")]
    public Image arrow;
    [Header("小红点")]
    public Image red;
    [Header("包围盒碰撞器")]
    public BoxCollider meshCollider;
    float realWidth, realHeight;
    [Header("玩家")]
    Transform playerTransform;
    Vector3 size;

    //红点起始位置是否是第一次
    bool isStartOnce = true;

    //是否是UI
    bool isUI = false;

    //玩家的移动位置
    public Vector3 playerPos;

    public void OnPointerDown(PointerEventData eventData)
    {
        print(eventData.pointerCurrentRaycast.gameObject.name);
        if (eventData.pointerCurrentRaycast.gameObject.name== "Image")
        {
            isUI = true;
        }
    }

    void Start()
    {
        size = mimimap.rectTransform.sizeDelta;
        realWidth = meshCollider.bounds.size.x;
        realHeight= meshCollider.bounds.size.z;
        playerTransform = GameObject.FindWithTag("Player").transform;
    }

    // Update is called once per frame
    void Update()
    {
        if (playerTransform!=null)
        {
            float relaX = playerTransform.localPosition.x - meshCollider.bounds.min.x;
            float relaY = playerTransform.localPosition.z - meshCollider.bounds.min.z;

            float pivotX = relaX / realWidth;
            float pivotY = relaY / realHeight;

            float uiW = pivotX * size.x - size.x / 2.0f;
            float uiH = pivotY * size.y - size.y / 2.0f;

            arrow.transform.localPosition = new Vector3(uiW, uiH,0);
           
            arrow.transform.localEulerAngles = new Vector3(0, 0, -playerTransform.transform.localEulerAngles.y);

            if (isStartOnce)
            {
                red.transform.localPosition = arrow.transform.localPosition;
                isStartOnce = false;
            }
        }

        if (Input.GetMouseButtonDown(0))
        {
            if (!isUI)
            {
                return;
            }
            RectTransformUtility.ScreenPointToLocalPointInRectangle(mimimap.rectTransform, 
                new Vector2(Input.mousePosition.x, Input.mousePosition.y),
                 mimimap.transform.parent.parent.GetComponent<Canvas>().worldCamera, out Vector2 pos);

            red.transform.localPosition = pos;
            Vector2 uipos = pos + mimimap.rectTransform.sizeDelta / 2;
            float x = uipos.x / mimimap.rectTransform.sizeDelta.x * realWidth + meshCollider.bounds.min.x;
            float z = uipos.y / mimimap.rectTransform.sizeDelta.y * realHeight + meshCollider.bounds.min.z;
            GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
            go.transform.position = new Vector3(x, 2, z);
            playerPos = go.transform.position;

            isUI = false;
        }
    }
}

有遮罩层的地图(逻辑和上述一样)

如果将地图上的坐标转换成真实地图坐标  只需要将整个逻辑反过来即可  代码中已显示

以下是点击地图坐标 玩家导航到真实点的坐标

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MiNiMapCubeMobe : MonoBehaviour
{
    public MinMap minMap;

    [Header("遮罩地图")]
    public MinMapMaskLayer maskLayer;
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        transform.Translate(Vector3.forward * 10 * Time.deltaTime * Input.GetAxis("Vertical"));
        transform.Rotate(Vector3.up * 100 * Time.deltaTime * Input.GetAxis("Horizontal"));
        if (minMap.playerPos != Vector3.zero)
        {
            transform.position = Vector3.MoveTowards(transform.position,minMap.playerPos, 10 * Time.deltaTime);
            transform.LookAt(minMap.playerPos);
            if (minMap.playerPos==transform.position)
            {
                minMap.playerPos = Vector3.zero;
            }
        }
        if (maskLayer.playerPos!=Vector3.zero)
        {
            transform.position = Vector3.MoveTowards(transform.position, maskLayer.playerPos, 10 * Time.deltaTime);
            transform.LookAt(maskLayer.playerPos);
            if (maskLayer.playerPos == transform.position)
            {
                maskLayer.playerPos = Vector3.zero;
            }
        }
    }
}

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