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;
}
}
}
}