我们继续白天的话题,白天列出了还有哪些东西需要后续的讲解,今晚我们就来讨论下小地图,说实话,小地图这个概念在u3d里面因为有透视相机的出现,制作起来简单的不能再简单了,看看代码
我们为了方便测试,直接绑在摄像机上,其实我们可以用ngui做一个地图面板,然后需要的时候,点m键调出来,这样就解决了,有些场景不能使用透视相机的问题,而且m缩略地图也可以这么来做。
/// <summary>
/// Minimap sign.
/// This script use for setup minimap sign
/// </summary>
using UnityEngine;
using System.Collections;
public class MinimapSign : MonoBehaviour {
public static MinimapSign Instance;
public Texture player,enemy,boss,npc,shopWeapon,shopPotion,savePoint,quest;
[HideInInspector]
public Material[] minimapSignMat = new Material[8];
private Shader unlitShader;
// Use this for initialization
void Awake () {
//Crate new material to assign minimap sign
minimapSignMat = new Material[8];
Instance = this;
unlitShader = Shader.Find("Unlit/Transparent");
for(int i=0;i < minimapSignMat.Length;i++)
{
minimapSignMat[i] = new Material(unlitShader);
}
minimapSignMat[0].mainTexture = player;
minimapSignMat[1].mainTexture = enemy;
minimapSignMat[2].mainTexture = boss;
minimapSignMat[3].mainTexture = npc;
minimapSignMat[4].mainTexture = shopWeapon;
minimapSignMat[5].mainTexture = shopPotion;
minimapSignMat[6].mainTexture = savePoint;
minimapSignMat[7].mainTexture = quest;
}
}
/// <summary>
/// Minimap.
/// This script use to call minimap on top-right screen
/// </summary>
using UnityEngine;
using System.Collections;
public class Minimap : MonoBehaviour {
private Vector2 defaultScreenRes; //Screen Resolution
[System.Serializable]
public class GUISetting
{
public Vector2 position;
public Vector2 size;
public Texture2D[] texture;
}
[System.Serializable]
public class LabelSetting
{
public Vector2 position;
public GUIStyle labelStyle;
}
[System.Serializable]
public class MinimapSetting
{
public Vector2 position;
public Vector2 size;
public Texture texture;
public Material renderMaterial;
}
[System.Serializable]
public class ButtonSetting
{
public Vector2 position;
public Vector2 size;
public GUIStyle buttonStlye;
}
public GUISetting frameMap,mapNameBar; //GUI setting
public MinimapSetting minimap; //Minimap setting
public LabelSetting mapName; //Map name setting
public ButtonSetting zoomInBt,zoomOutBt; //button setting
// Use this for initialization
void Start () {
defaultScreenRes.x = 1920; //declare max screen ratio
defaultScreenRes.y = 1080; //declare max screen ratio
}
void OnGUI ()
{
if(!GameSetting.Instance.hideMinimap)
{
// Resize GUI Matrix according to screen size
ResizeGUIMatrix();
//Draw Minimap
Graphics.DrawTexture(new Rect(minimap.position.x,minimap.position.y,minimap.size.x ,minimap.size.y),minimap.texture,minimap.renderMaterial);
//Draw MinimapFrame
GUI.DrawTexture(new Rect(frameMap.position.x,frameMap.position.y,frameMap.size.x,frameMap.size.y),frameMap.texture[0]);
//Draw Map name bar
GUI.DrawTexture(new Rect(mapNameBar.position.x,mapNameBar.position.y,mapNameBar.size.x,mapNameBar.size.y),mapNameBar.texture[0]);
TextFilter.DrawOutline(new Rect(mapName.position.x ,mapName.position.y, 1000 , 1000)
,Application.loadedLevelName,mapName.labelStyle,Color.black,Color.white,2f);
//Draw zoom in button
if(GUI.Button(new Rect(zoomInBt.position.x,zoomInBt.position.y,zoomInBt.size.x,zoomInBt.size.y),"",zoomInBt.buttonStlye))
{
MinimapCamera.zoomLevel++;
MinimapCamera.Instance.ZoomUpdate();
}
//Draw zoom out button
if(GUI.Button(new Rect(zoomOutBt.position.x,zoomOutBt.position.y,zoomOutBt.size.x,zoomOutBt.size.y),"",zoomOutBt.buttonStlye))
{
MinimapCamera.zoomLevel--;
MinimapCamera.Instance.ZoomUpdate();
}
// Reset matrix after finish
GUI.matrix = Matrix4x4.identity;
}else
{
this.enabled = false;
}
}
void ResizeGUIMatrix()
{
// Set matrix
Vector2 ratio = new Vector2(Screen.width/defaultScreenRes.x , Screen.height/defaultScreenRes.y );
Matrix4x4 guiMatrix = Matrix4x4.identity;
guiMatrix.SetTRS(new Vector3(1, 1, 1), Quaternion.identity, new Vector3(ratio.x, ratio.y, 1));
GUI.matrix = guiMatrix;
}
}
只有很简单的两个类,这两个类都干了写什么呢
我们看下预制件怎么做的
这个minimap预制件上面绑了两个脚本一个是画出小地图的gui,一个是指定小地图中不同gameobject的类型,效果就是
这几个点是怎么出现的呢?
以人物为例,
看到了吧,我们通过这个minimapsign在人物头顶很高的地方画出一个平面,用这个平面来分辨出各种gameobject,那怎么出现在小地图里的呢?
这里我们设定一个orthographic摄像机,把它放置在player头上垂直的地方,并且这个摄像机随着人物移动,这样摄像机里面的照射出来的东西,就都出现在小地图窗口了,这个就是我们小地图的一般做法,说道一般做法,不错,因为游戏场景是千变万化的,有时候特殊的场景无法使用这种方法怎么办,我们举个例子,比如说山洞,山洞的天花板本来很矮,我们如果把摄像机放在头上,那头上的plane板子就没地方放了,如果直接放在头上,当然是不行的,所以我们的小地图系统还需要一种传统的平面小地图制作方式,这种方式其实很普遍,比如说市面上的2d webgame几乎全是这种方式制作小地图,怎么实现的,其实很简单,就是主角在游戏世界中行走时,我们用一个比较小的点来标记当前主角的位置,主角行走后,这个点的坐标也相应发生变化,点在一个地图平面图上面行动,我们从y轴向下俯视这个运动,通过小地图的宽,高与真实的地形场景的宽 高计算出缩放比例,最后计算出小地图上“主角”代表的小点的位置,
using UnityEngine;
using System.Collections;
public class map_plane : MonoBehaviour
{
//大地图地形对象
GameObject plane;
//大地图主角对象
GameObject cube;
//大地图的宽度
float mapWidth;
//大地图的高度
float mapHeight;
//地图边界的检测数值
float widthCheck;
float heightCheck;
//小地图主角的位置
float mapcube_x =0;
float mapcube_y = 0;
//GUI按钮是否被按下
bool keyUp;
bool keyDown;
bool keyLeft;
bool keyRight;
//小地图的背景贴图
public Texture map;
//小地图的主角贴图
public Texture map_cube;
void Start()
{
//得到大地图对象
plane = GameObject.Find("Plane");
//得到大地图主角对象
cube = GameObject.Find("Cube");
//得到大地图默认宽度
float size_x = plane.GetComponent<MeshFilter>().mesh.bounds.size.x;
//得到大地图宽度的缩放比例
float scal_x = plane.transform.localScale.x;
//得到大地图默认高度
float size_z = plane.GetComponent<MeshFilter>().mesh.bounds.size.z;
//得到大地图高度缩放地理
float scal_z = plane.transform.localScale.z;
//原始宽度乘以缩放比例计算出真实宽度
mapWidth = size_x * scal_x;
mapHeight = size_z * scal_z;
//越界监测的宽度
widthCheck = mapWidth / 2;
heightCheck = mapHeight / 2;
check();
}
void OnGUI()
{
keyUp = GUILayout.RepeatButton("向前移动");
keyDown = GUILayout.RepeatButton("向后移动");
keyLeft = GUILayout.RepeatButton("向左移动");
keyRight = GUILayout.RepeatButton("向右移动");
//绘制小地图背景
GUI.DrawTexture(new Rect(Screen.width - map.width,0,map.width,map.height),map);
//绘制小地图上的“主角”
GUI.DrawTexture(new Rect(mapcube_x,mapcube_y,map_cube.width,map_cube.height),map_cube);
}
void FixedUpdate()
{
if(keyUp)
{
//向前移动
cube.transform.Translate(Vector3.forward * Time.deltaTime *5);
check();
}
if(keyDown)
{
//向后移动
cube.transform.Translate(-Vector3.forward * Time.deltaTime *5);
check();
}
if(keyLeft)
{
//向左移动
cube.transform.Translate(-Vector3.right * Time.deltaTime *5);
check();
}
if(keyRight)
{
//向右移动
cube.transform.Translate(Vector3.right * Time.deltaTime *5);
check();
}
}
//越界检测
void check()
{
//得到当前主角在地图中的坐标
float x = cube.transform.position.x;
float z = cube.transform.position.z;
//当控制主角超过地图范围时,重新计算主角坐标
if(x >= widthCheck)
{
x = widthCheck;
}
if(x <= -widthCheck)
{
x = -widthCheck;
}
if(z >= heightCheck)
{
z = heightCheck;
}
if(z <= -heightCheck)
{
z = -heightCheck;
}
cube.transform.position = new Vector3(x,cube.transform.position.y,z);
//根据比例计算小地图“主角”的坐标
mapcube_x = (map.width/mapWidth * x) + ((map.width / 2) - (map_cube.width/2)) + (Screen.width - map.width);
mapcube_y =map.height - ((map.height/mapHeight * z) + (map.height / 2));
}
}
代码很简单,效果吗,就是这样的,