Minimap!
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18 changed files with 1169 additions and 323 deletions
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@ -4,6 +4,7 @@ using UnityEngine;
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using UnityEngine.UIElements;
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using TD.Gameplay;
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using TD.Towers;
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using TD.UI.Minimap;
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namespace TD.UI
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{
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@ -24,9 +25,9 @@ namespace TD.UI
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[Tooltip("The TowerPlacementManager NetworkObject in the scene.")]
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[SerializeField] private TowerPlacementManager placementManager;
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[Header("Minimap")]
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[Tooltip("RenderTexture that the minimap camera renders into.")]
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[SerializeField] private RenderTexture minimapRenderTexture;
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[Tooltip("The local client's CameraController. Used by the minimap for click-to-jump " +
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"and drag-to-pan.")]
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[SerializeField] private CameraController cameraController;
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[Header("Settings")]
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[SerializeField] private float rejectionMessageDuration = 2.5f;
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@ -48,6 +49,52 @@ namespace TD.UI
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private Coroutine rejectionFadeCoroutine;
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private bool gridPopulated;
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private bool uiInitialized;
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private MinimapView minimapView;
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private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
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// ----- Static hit-test probe --------------------------------------
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// Set when InitializeUI succeeds; cleared on OnDestroy. Non-UI systems (camera,
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// input handlers) can query IsPointerOverInteractiveHud without taking a direct
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// reference to HUDController.
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private static IPanel s_hudPanel;
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/// <summary>
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/// True if <paramref name="screenMousePos"/> falls over an interactive (non-ignore)
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/// HUD element. Non-UI systems that consume mouse input (camera scroll-zoom, edge-pan)
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/// should gate their handling on this so a cursor over the minimap, command grid, or
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/// any other interactive HUD region doesn't drive both the HUD and the world at once.
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/// </summary>
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/// <remarks>
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/// Convention: <paramref name="screenMousePos"/> uses Unity Input System screen coords
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/// (origin bottom-left, y up). Returns false before the HUD has initialized; safe to
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/// call from any system at any time.
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/// </remarks>
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public static bool IsPointerOverInteractiveHud(Vector2 screenMousePos)
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{
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if (s_hudPanel == null) return false;
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// Coord convention rabbit hole:
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// - Screen mouse position: origin bottom-left, y up (Unity Input System).
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// - UI Toolkit panel coords: origin top-left, y down.
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//
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// RuntimePanelUtils.ScreenToPanel converts the SCALE (e.g., reference resolution
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// vs. actual resolution) but does NOT flip Y. We flip manually using the visual
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// tree's height so the result works regardless of PanelSettings scale mode.
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//
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// Subtle: visualTree.worldBound height may be 0 for one frame on the very first
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// layout pass. The caller (CameraController) checks the result against "is over
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// interactive HUD"; a one-frame false positive (camera zooms when it shouldn't)
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// is harmless and self-corrects the next frame.
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Vector2 scaled = RuntimePanelUtils.ScreenToPanel(s_hudPanel, screenMousePos);
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float panelHeight = s_hudPanel.visualTree.worldBound.height;
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Vector2 panelPos = new Vector2(scaled.x, panelHeight - scaled.y);
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// panel.Pick returns null when the topmost element under the point has
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// PickingMode.Ignore (or there's no element there at all). Non-null means an
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// interactive HUD element is under the cursor.
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return s_hudPanel.Pick(panelPos) != null;
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}
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// ----- Lifecycle --------------------------------------------------
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@ -101,15 +148,24 @@ namespace TD.UI
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SetEnabled(root, "upgrade-btn", false);
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SetEnabled(root, "sell-btn", false);
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// Minimap RenderTexture.
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if (minimapRenderTexture != null)
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// Minimap. The MinimapView owns the two sub-elements (terrain + entity overlay)
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// and drives them; we just hand it the host container and the camera controller.
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// Bake is deferred until LevelLoader is ready — view tries each frame in Tick().
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var minimapContainer = root.Q<VisualElement>("minimap");
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if (minimapContainer != null)
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{
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var minimap = root.Q<VisualElement>("minimap");
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if (minimap != null)
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minimap.style.backgroundImage =
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Background.FromRenderTexture(minimapRenderTexture);
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if (cameraController == null)
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Debug.LogWarning("[HUDController] cameraController not assigned. " +
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"Click-to-jump and drag-to-pan on the minimap will be disabled.");
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minimapView = new MinimapView(minimapContainer, cameraController);
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}
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// Publish the panel so non-UI systems can query "is pointer over the HUD".
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// Stored on `myPanel` too so OnDestroy only clears the static if it still
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// points at this instance (defensive against re-creation overlap).
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myPanel = root.panel;
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s_hudPanel = myPanel;
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uiInitialized = true;
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}
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@ -131,6 +187,17 @@ namespace TD.UI
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TryPopulateCommandGrid();
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RefreshGoldDisplay();
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minimapView?.Tick();
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}
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private void OnDestroy()
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{
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minimapView?.Dispose();
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minimapView = null;
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if (s_hudPanel != null && s_hudPanel == myPanel)
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s_hudPanel = null;
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myPanel = null;
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}
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// ----- Gold display -----------------------------------------------
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8
Assets/_Project/Scripts/UI/Minimap.meta
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8
Assets/_Project/Scripts/UI/Minimap.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dd886c53adc748f4391bc440c289d0ea
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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94
Assets/_Project/Scripts/UI/Minimap/MinimapEntityRegistry.cs
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Assets/_Project/Scripts/UI/Minimap/MinimapEntityRegistry.cs
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@ -0,0 +1,94 @@
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// Assets/_Project/Scripts/UI/Minimap/MinimapEntityRegistry.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TD.UI.Minimap
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{
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/// <summary>
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/// Visual category for a minimap entity. Determines the shape and size of the icon drawn
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/// by <see cref="MinimapView"/>. Color is supplied separately by the entity itself so the
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/// view does not need to know about ownership / faction mapping.
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/// </summary>
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public enum MinimapIconKind : byte
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{
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Enemy,
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Tower,
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Builder,
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}
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/// <summary>
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/// Anything that wants to appear on the minimap as a dynamic icon implements this. The view
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/// reads every getter on each refresh tick, so values may change between reads (movement is
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/// fine — no caching needed).
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/// </summary>
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public interface IMinimapEntity
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{
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Vector3 WorldPosition { get; }
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Color MinimapColor { get; }
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MinimapIconKind IconKind { get; }
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/// <summary>
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/// The entity's diameter (or footprint extent) in world units. The view converts this
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/// to pixels using the current minimap zoom, so a 2×2 tower will appear as a 2-tile
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/// square on the minimap and adjacent towers will visually touch — matching their
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/// world-space relationship. For point-like entities (builders, enemies) the view
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/// also enforces a minimum pixel size so they stay visible when fully zoomed out.
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/// </summary>
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float MinimapWorldSize { get; }
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}
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/// <summary>
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/// Static registry of every entity currently visible on the minimap. Entities register
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/// themselves on spawn and deregister on despawn; the <see cref="MinimapView"/> iterates the
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/// set on each refresh.
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/// </summary>
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/// <remarks>
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/// Backing store is a <see cref="HashSet{T}"/> so duplicate Register calls are no-ops and
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/// Deregister is O(1). Iteration uses the struct enumerator via <see cref="ForEach"/> to
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/// avoid the boxing that would happen if we exposed an <see cref="IEnumerable{T}"/>.
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///
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/// Static lifetime is intentional: the registry survives scene transitions only if entities
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/// remember to deregister. NGO's <c>OnNetworkDespawn</c> covers that for towers / builders /
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/// enemies. Manual <see cref="Clear"/> is provided for tests and for explicit reset on match
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/// teardown if needed.
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/// </remarks>
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public static class MinimapEntityRegistry
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{
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private static readonly HashSet<IMinimapEntity> s_entities = new HashSet<IMinimapEntity>();
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/// <summary>Number of currently-registered entities. Cheap, no allocation.</summary>
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public static int Count => s_entities.Count;
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/// <summary>
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/// Registers <paramref name="entity"/> for minimap rendering. No-op if already registered.
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/// Safe to call from any thread that Unity allows (i.e., the main thread).
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/// </summary>
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public static void Register(IMinimapEntity entity)
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{
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if (entity == null) return;
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s_entities.Add(entity);
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}
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/// <summary>Removes <paramref name="entity"/> from the registry. No-op if not present.</summary>
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public static void Deregister(IMinimapEntity entity)
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{
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if (entity == null) return;
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s_entities.Remove(entity);
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}
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/// <summary>
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/// Invokes <paramref name="action"/> once per registered entity. Uses HashSet's struct
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/// enumerator so iteration is allocation-free (the only allocation is the closure that
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/// <paramref name="action"/> may carry, which is the caller's choice).
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/// </summary>
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public static void ForEach(Action<IMinimapEntity> action)
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{
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if (action == null) return;
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foreach (var e in s_entities) action(e);
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}
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/// <summary>Drops every registered entity. Tests and explicit match-teardown use only.</summary>
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public static void Clear() => s_entities.Clear();
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 683a64c92b1c7a144b7f9717b854ef38
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247
Assets/_Project/Scripts/UI/Minimap/MinimapTerrainBaker.cs
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247
Assets/_Project/Scripts/UI/Minimap/MinimapTerrainBaker.cs
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// Assets/_Project/Scripts/UI/Minimap/MinimapTerrainBaker.cs
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using UnityEngine;
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using TD.Core;
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using TD.Gameplay;
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using TD.Levels;
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namespace TD.UI.Minimap
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{
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/// <summary>
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/// Builds the static terrain layer of the WC3-style minimap as a <see cref="Texture2D"/>
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/// from the baked <see cref="LevelData"/>. One pixel per tile; the UI element scales the
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/// texture up with Point filtering so the result reads as crisp, chunky map abstraction
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/// rather than a tiny blurred photograph.
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/// </summary>
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/// <remarks>
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/// The terrain layer represents what cannot change during a match: zone ownership, spawner
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/// locations, goal locations, and the map shape itself. Towers and enemies are drawn on a
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/// separate dynamic overlay by <see cref="MinimapView"/>, so this texture is baked once at
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/// level load and never re-baked.
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/// </remarks>
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public static class MinimapTerrainBaker
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{
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// ----- Palette ----------------------------------------------------
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// Picked for legibility at low resolution. Aim: each tile category reads as a distinct
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// color block when scaled up 4–8×, even on a Steam Deck screen at running brightness.
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/// <summary>Tiles outside the playable map area. Fully transparent so the panel
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/// background shows through.</summary>
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private static readonly Color32 OutOfMap = new Color32(0, 0, 0, 0);
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/// <summary>In-map tiles that are not owned by any player and not part of a goal /
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/// spawner. Dark neutral grey — reads as "playable but unallocated".</summary>
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private static readonly Color32 NeutralInMap = new Color32(46, 46, 51, 255);
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/// <summary>Spawner tiles. Bright cyan — pops against every player zone color.</summary>
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private static readonly Color32 SpawnerTile = new Color32(102, 217, 255, 255);
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/// <summary>Goal tiles. Matches <see cref="PlayerColors.Goal"/> (gold).</summary>
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private static readonly Color32 GoalTile = new Color32(224, 176, 32, 255);
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// ----- Public API -------------------------------------------------
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/// <summary>
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/// Bakes the current level into a Texture2D and returns it. Returns null if the loader
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/// is not ready. The returned texture has FilterMode.Point and is non-readable after
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/// bake (CPU-side pixel data is released).
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/// </summary>
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/// <remarks>
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/// Caller is responsible for the texture lifetime: assign it to the minimap element and
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/// destroy it when no longer needed. Currently <see cref="MinimapView"/> holds the only
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/// reference and lets it live for the duration of the match.
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/// </remarks>
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public static Texture2D Bake(LevelLoader loader)
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{
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if (loader == null || !loader.IsLoaded)
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{
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Debug.LogWarning("[MinimapTerrainBaker] LevelLoader not ready; cannot bake terrain.");
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return null;
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}
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var data = loader.LevelData;
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int w = data.GridSize.x;
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int h = data.GridSize.y;
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if (w <= 0 || h <= 0)
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{
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Debug.LogWarning($"[MinimapTerrainBaker] Invalid grid size {data.GridSize}; cannot bake.");
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return null;
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}
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// RGBA32 supports alpha for out-of-map transparency. mipChain off — the texture
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// is rendered at near-1:1 in the UI and mipmaps would only blur the abstract look.
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var tex = new Texture2D(w, h, TextureFormat.RGBA32, mipChain: false, linear: false)
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{
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filterMode = FilterMode.Point,
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wrapMode = TextureWrapMode.Clamp,
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name = "MinimapTerrain"
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};
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var pixels = new Color32[w * h];
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// Pass 1: base tile color from MapArea + Owner.
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// Texture y=0 is the BOTTOM row in Unity convention. World z and grid y both
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// increase northward, so a tile at grid-y=0 should land at the bottom of the
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// texture. That's exactly what `pixels[y * w + x] = ...` gives us, since SetPixels32
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// treats index 0 as bottom-left. No flip needed during bake — the flip happens at
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// display time (UI y-axis points down, world z points up; MinimapView handles it).
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for (int y = 0; y < h; y++)
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{
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for (int x = 0; x < w; x++)
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{
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int idx = y * w + x;
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pixels[idx] = ResolveBaseColor(data, idx);
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}
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}
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// Pass 2: stamp special tile categories on top — spawners and goals override base.
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// PlayerZones[].LeakExits intentionally NOT painted: leak exits are conceptually
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// part of the source player's zone (an enemy boundary, not a player-visible
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// landmark), and visually highlighting them would clutter the minimap.
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StampZoneSpawners(pixels, data);
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StampGoals(pixels, data);
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tex.SetPixels32(pixels);
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tex.Apply(updateMipmaps: false, makeNoLongerReadable: true);
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LogBakeSummary(data, w, h);
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return tex;
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}
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// ----- Diagnostics ------------------------------------------------
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/// <summary>
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/// One-shot log of the bake breakdown. Useful for diagnosing apparent asymmetries in
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/// the rendered minimap — a symmetric authoring should produce mirrored counts on
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/// opposite edges. Per-player min/max columns reveal exactly where each zone starts
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/// and ends across the grid.
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/// </summary>
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private static void LogBakeSummary(LevelData data, int w, int h)
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{
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int outOfMap = 0, neutralInMap = 0, spawnerTiles = 0, goalTiles = 0;
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// Per-slot owned-tile bounds (1..9).
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int[] ownedCount = new int[10];
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int[] minX = new int[10]; int[] maxX = new int[10];
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int[] minY = new int[10]; int[] maxY = new int[10];
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for (int i = 0; i < 10; i++)
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{
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minX[i] = int.MaxValue; minY[i] = int.MaxValue;
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maxX[i] = int.MinValue; maxY[i] = int.MinValue;
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}
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for (int y = 0; y < h; y++)
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for (int x = 0; x < w; x++)
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{
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int idx = y * w + x;
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bool inMap = data.MapAreaGrid != null && data.MapAreaGrid[idx];
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if (!inMap) { outOfMap++; continue; }
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PlayerSlot s = data.OwnerGrid != null ? data.OwnerGrid[idx] : PlayerSlot.None;
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if (s == PlayerSlot.None) { neutralInMap++; continue; }
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int si = (int)s;
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if (si < 0 || si > 9) continue;
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ownedCount[si]++;
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if (x < minX[si]) minX[si] = x;
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if (x > maxX[si]) maxX[si] = x;
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if (y < minY[si]) minY[si] = y;
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if (y > maxY[si]) maxY[si] = y;
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}
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if (data.PlayerZones != null)
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foreach (var z in data.PlayerZones)
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if (z?.Spawners != null)
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foreach (var sp in z.Spawners)
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if (sp?.TileArea != null) spawnerTiles += sp.TileArea.Length;
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if (data.Goals != null)
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foreach (var g in data.Goals)
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if (g?.TileArea != null) goalTiles += g.TileArea.Length;
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var sb = new System.Text.StringBuilder(256);
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sb.AppendFormat("[MinimapTerrainBaker] '{0}' baked. Grid {1}×{2} origin {3}. ",
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data.MapName, w, h, data.GridOriginTile);
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sb.AppendFormat("Tiles: outOfMap={0}, neutralInMap={1}, spawner={2}, goal={3}.",
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outOfMap, neutralInMap, spawnerTiles, goalTiles);
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for (int i = 1; i <= 9; i++)
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{
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if (ownedCount[i] == 0) continue;
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sb.AppendFormat(" P{0}={1} (x:{2}–{3}, y:{4}–{5})",
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i, ownedCount[i], minX[i], maxX[i], minY[i], maxY[i]);
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}
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Debug.Log(sb.ToString());
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}
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// ----- Pass implementations ---------------------------------------
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private static Color32 ResolveBaseColor(LevelData data, int idx)
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{
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// MapAreaGrid may be null on levels baked before that field existed; treat as
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// "not in map" so we render transparent rather than a misleading neutral block.
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bool inMap = data.MapAreaGrid != null
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&& idx < data.MapAreaGrid.Length
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&& data.MapAreaGrid[idx];
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if (!inMap) return OutOfMap;
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PlayerSlot owner = (data.OwnerGrid != null && idx < data.OwnerGrid.Length)
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? data.OwnerGrid[idx]
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: PlayerSlot.None;
|
||||
|
||||
if (owner == PlayerSlot.None) return NeutralInMap;
|
||||
return ToZoneColor(PlayerColors.Get(owner));
|
||||
}
|
||||
|
||||
private static void StampZoneSpawners(Color32[] pixels, LevelData data)
|
||||
{
|
||||
if (data.PlayerZones == null) return;
|
||||
foreach (var zone in data.PlayerZones)
|
||||
{
|
||||
if (zone == null || zone.Spawners == null) continue;
|
||||
foreach (var spawner in zone.Spawners)
|
||||
{
|
||||
if (spawner == null || spawner.TileArea == null) continue;
|
||||
foreach (var tile in spawner.TileArea)
|
||||
PaintTile(pixels, data, tile, SpawnerTile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void StampGoals(Color32[] pixels, LevelData data)
|
||||
{
|
||||
if (data.Goals == null) return;
|
||||
foreach (var goal in data.Goals)
|
||||
{
|
||||
if (goal == null || goal.TileArea == null) continue;
|
||||
foreach (var tile in goal.TileArea)
|
||||
PaintTile(pixels, data, tile, GoalTile);
|
||||
}
|
||||
}
|
||||
|
||||
private static void PaintTile(Color32[] pixels, LevelData data, Vector2Int worldTile, Color32 color)
|
||||
{
|
||||
int x = worldTile.x - data.GridOriginTile.x;
|
||||
int y = worldTile.y - data.GridOriginTile.y;
|
||||
if (x < 0 || x >= data.GridSize.x || y < 0 || y >= data.GridSize.y) return;
|
||||
pixels[y * data.GridSize.x + x] = color;
|
||||
}
|
||||
|
||||
// ----- Color helpers ----------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Translates a saturated player gizmo color into the dimmer, slightly desaturated tone
|
||||
/// used for zone fill on the minimap. The full-saturation original is reserved for the
|
||||
/// player's icons (towers, builders) so units pop against their own zone tint.
|
||||
/// </summary>
|
||||
private static Color32 ToZoneColor(Color full)
|
||||
{
|
||||
// Desaturate ~45% toward equal-luminance grey, then darken to ~70% brightness.
|
||||
float lum = full.r * 0.299f + full.g * 0.587f + full.b * 0.114f;
|
||||
float r = Mathf.Lerp(full.r, lum, 0.45f) * 0.70f;
|
||||
float g = Mathf.Lerp(full.g, lum, 0.45f) * 0.70f;
|
||||
float b = Mathf.Lerp(full.b, lum, 0.45f) * 0.70f;
|
||||
return new Color32(
|
||||
(byte)Mathf.RoundToInt(r * 255f),
|
||||
(byte)Mathf.RoundToInt(g * 255f),
|
||||
(byte)Mathf.RoundToInt(b * 255f),
|
||||
255);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3a3122ca07726044f8b63bbfb8f0230c
|
||||
502
Assets/_Project/Scripts/UI/Minimap/MinimapView.cs
Normal file
502
Assets/_Project/Scripts/UI/Minimap/MinimapView.cs
Normal file
|
|
@ -0,0 +1,502 @@
|
|||
// Assets/_Project/Scripts/UI/Minimap/MinimapView.cs
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using TD.Core;
|
||||
using TD.Gameplay;
|
||||
using TD.Levels;
|
||||
|
||||
namespace TD.UI.Minimap
|
||||
{
|
||||
/// <summary>
|
||||
/// UI Toolkit minimap controller. Manages two stacked sub-elements (terrain + entities)
|
||||
/// inside a host <see cref="VisualElement"/>, handles click-to-jump, drag-to-pan,
|
||||
/// right-click-to-move-builder, and scroll-wheel zoom against a <see cref="CameraController"/>
|
||||
/// and the local <see cref="SelectionState"/>. Refreshes the entity overlay at a throttled
|
||||
/// rate so 500+ enemies don't dominate frame time.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para><b>Coordinate spaces.</b> Three are in play:
|
||||
/// <list type="bullet">
|
||||
/// <item><b>World</b> — XZ plane positions of game-side entities. Z+ is north.</item>
|
||||
/// <item><b>UI local</b> — pixel coordinates within the minimap container. Y+ is DOWN.</item>
|
||||
/// <item><b>Texture</b> — handled entirely by the baker; not exposed here.</item>
|
||||
/// </list>
|
||||
/// World↔UI conversion uses the currently-visible world rectangle, which is the full map
|
||||
/// at zoom 1 and a smaller rect centered on <see cref="viewCenter"/> at zoom > 1.</para>
|
||||
///
|
||||
/// <para><b>Zoom model.</b> Zoom is anchored to the cursor position: the world point under
|
||||
/// the cursor before the scroll stays under the cursor after, so the user can dial in on a
|
||||
/// region by hovering over it and scrolling. Zoom defaults to 1 (fully zoomed out) and is
|
||||
/// clamped to <see cref="MaxZoom"/>. When zoom returns to 1 the visible rect snaps back to
|
||||
/// the full map.</para>
|
||||
///
|
||||
/// <para><b>Terrain rendering.</b> The terrain sub-element is sized and positioned so the
|
||||
/// currently-visible world rect maps to the container's contentRect. At zoom 1 the element
|
||||
/// fills the container exactly; at higher zoom it grows (in pixels) past the container and
|
||||
/// the container's <c>overflow: hidden</c> clips the off-view portion. The texture itself
|
||||
/// is baked once and never re-baked.</para>
|
||||
/// </remarks>
|
||||
public class MinimapView
|
||||
{
|
||||
// ----- Tuning -----------------------------------------------------
|
||||
|
||||
/// <summary>Entity overlay refresh rate. 20Hz handles 500+ enemies comfortably without
|
||||
/// burning the frame budget on Painter2D. Revisit if testing shows it's not enough.</summary>
|
||||
private const float EntityRepaintHz = 20f;
|
||||
|
||||
private const float MinZoom = 1f;
|
||||
private const float MaxZoom = 4f;
|
||||
/// <summary>Multiplicative factor applied per scroll-wheel tick. 1.2 ≈ 6 ticks to span
|
||||
/// 1x → 4x, which feels neither sluggish nor twitchy in playtest.</summary>
|
||||
private const float ZoomStepFactor = 1.2f;
|
||||
|
||||
// Pixel-size floor for point-like icons (builders, enemies). Ensures they stay visible
|
||||
// even at full zoom-out on a large map. Towers use their actual footprint instead and
|
||||
// do not need a floor — they're always at least a couple of pixels by virtue of being
|
||||
// 2×2 or larger.
|
||||
private const float BuilderMinRadiusPx = 2.4f;
|
||||
private const float EnemyMinRadiusPx = 1.5f;
|
||||
|
||||
// Outline added to builder icons so they read against same-color zone fill.
|
||||
private static readonly Color BuilderOutline = new Color(1f, 1f, 1f, 0.85f);
|
||||
|
||||
// ----- Refs -------------------------------------------------------
|
||||
|
||||
private readonly VisualElement container;
|
||||
private readonly VisualElement terrainLayer;
|
||||
private readonly VisualElement entityLayer;
|
||||
private readonly CameraController cameraController;
|
||||
|
||||
// ----- Bake state -------------------------------------------------
|
||||
|
||||
// World-space rectangle the texture covers (the full map). Cached once at bake.
|
||||
private Vector2 worldMin;
|
||||
private Vector2 worldMax;
|
||||
|
||||
// Owned texture — kept so we can destroy it cleanly. Null until first successful bake.
|
||||
private Texture2D bakedTerrain;
|
||||
|
||||
// True once terrain has been baked successfully.
|
||||
private bool ready;
|
||||
|
||||
// ----- View state -------------------------------------------------
|
||||
|
||||
// Current zoom in [MinZoom, MaxZoom]. 1 = full map visible.
|
||||
private float zoom = 1f;
|
||||
|
||||
// World-XZ point the visible rect is centered on. At zoom 1 this is forced to the
|
||||
// world center; at higher zoom the user's scrolling determines it (clamped so the
|
||||
// visible rect never leaves the map).
|
||||
private Vector2 viewCenter;
|
||||
|
||||
// Visible world rect, derived from zoom + viewCenter in ApplyView().
|
||||
private Vector2 visibleWorldMin;
|
||||
private Vector2 visibleWorldMax;
|
||||
|
||||
// ----- Input state ------------------------------------------------
|
||||
|
||||
private bool isDragging;
|
||||
private int dragPointerId;
|
||||
|
||||
// ----- Repaint throttle -------------------------------------------
|
||||
|
||||
private float lastEntityRepaintTime;
|
||||
|
||||
// ----- Construction -----------------------------------------------
|
||||
|
||||
public MinimapView(VisualElement container, CameraController cameraController)
|
||||
{
|
||||
this.container = container;
|
||||
this.cameraController = cameraController;
|
||||
|
||||
// Two stacked sub-elements. Terrain is painted via background-image; the entity
|
||||
// overlay uses generateVisualContent + Painter2D. Both are PickingMode.Ignore so
|
||||
// pointer events bubble back to the container, where we capture them.
|
||||
terrainLayer = new VisualElement { name = "minimap-terrain" };
|
||||
terrainLayer.AddToClassList("minimap-terrain");
|
||||
terrainLayer.pickingMode = PickingMode.Ignore;
|
||||
container.Add(terrainLayer);
|
||||
|
||||
entityLayer = new VisualElement { name = "minimap-entities" };
|
||||
entityLayer.AddToClassList("minimap-entities");
|
||||
entityLayer.pickingMode = PickingMode.Ignore;
|
||||
entityLayer.generateVisualContent += DrawEntities;
|
||||
container.Add(entityLayer);
|
||||
|
||||
// Pointer events on the container drive click-to-jump, drag-to-pan, right-click-move.
|
||||
container.RegisterCallback<PointerDownEvent>(OnPointerDown);
|
||||
container.RegisterCallback<PointerMoveEvent>(OnPointerMove);
|
||||
container.RegisterCallback<PointerUpEvent>(OnPointerUp);
|
||||
container.RegisterCallback<PointerCaptureOutEvent>(OnPointerCaptureOut);
|
||||
container.RegisterCallback<WheelEvent>(OnWheel);
|
||||
|
||||
// Recompute terrain layout when the container resizes — the absolute pixel
|
||||
// positions we set on terrainLayer are container-relative.
|
||||
container.RegisterCallback<GeometryChangedEvent>(_ => { if (ready) ApplyView(); });
|
||||
}
|
||||
|
||||
// ----- Lifecycle --------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Called from <c>HUDController.Update</c>. Performs lazy bake on the first frame
|
||||
/// after <see cref="LevelLoader"/> finishes loading, then triggers throttled entity
|
||||
/// overlay repaints.
|
||||
/// </summary>
|
||||
public void Tick()
|
||||
{
|
||||
if (!ready)
|
||||
{
|
||||
TryBake();
|
||||
if (!ready) return;
|
||||
}
|
||||
|
||||
float now = Time.unscaledTime;
|
||||
if (now - lastEntityRepaintTime >= 1f / EntityRepaintHz)
|
||||
{
|
||||
lastEntityRepaintTime = now;
|
||||
entityLayer.MarkDirtyRepaint();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Releases the baked texture. Call from <c>HUDController.OnDestroy</c>.</summary>
|
||||
public void Dispose()
|
||||
{
|
||||
if (bakedTerrain != null)
|
||||
{
|
||||
Object.Destroy(bakedTerrain);
|
||||
bakedTerrain = null;
|
||||
}
|
||||
ready = false;
|
||||
}
|
||||
|
||||
// ----- Bake -------------------------------------------------------
|
||||
|
||||
private void TryBake()
|
||||
{
|
||||
var loader = LevelLoader.Instance;
|
||||
if (loader == null || !loader.IsLoaded) return;
|
||||
|
||||
bakedTerrain = MinimapTerrainBaker.Bake(loader);
|
||||
if (bakedTerrain == null) return;
|
||||
|
||||
terrainLayer.style.backgroundImage =
|
||||
new StyleBackground(Background.FromTexture2D(bakedTerrain));
|
||||
|
||||
// World extents of the baked rectangle. Tile (n) covers world n - 0.5 to n + 0.5.
|
||||
var data = loader.LevelData;
|
||||
float halfTile = GridCoordinates.TILE_SIZE * 0.5f;
|
||||
float minX = data.GridOriginTile.x * GridCoordinates.TILE_SIZE - halfTile;
|
||||
float maxX = (data.GridOriginTile.x + data.GridSize.x) * GridCoordinates.TILE_SIZE - halfTile;
|
||||
float minZ = data.GridOriginTile.y * GridCoordinates.TILE_SIZE - halfTile;
|
||||
float maxZ = (data.GridOriginTile.y + data.GridSize.y) * GridCoordinates.TILE_SIZE - halfTile;
|
||||
worldMin = new Vector2(minX, minZ);
|
||||
worldMax = new Vector2(maxX, maxZ);
|
||||
|
||||
// Default view: centered, fully zoomed out.
|
||||
zoom = MinZoom;
|
||||
viewCenter = (worldMin + worldMax) * 0.5f;
|
||||
ApplyView();
|
||||
|
||||
ready = true;
|
||||
}
|
||||
|
||||
// ----- View math --------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Recomputes <see cref="visibleWorldMin"/>/<see cref="visibleWorldMax"/> from the
|
||||
/// current <see cref="zoom"/> and <see cref="viewCenter"/>, clamps the view to stay
|
||||
/// within the map, and resizes/positions the terrain sub-element so its rendered
|
||||
/// region matches the visible world rect.
|
||||
/// </summary>
|
||||
private void ApplyView()
|
||||
{
|
||||
var rect = container.contentRect;
|
||||
if (rect.width <= 0f || rect.height <= 0f) return;
|
||||
|
||||
// Half-extents of the visible world rect.
|
||||
float halfWorldX = (worldMax.x - worldMin.x) * 0.5f / zoom;
|
||||
float halfWorldZ = (worldMax.y - worldMin.y) * 0.5f / zoom;
|
||||
|
||||
// Clamp viewCenter so the visible rect doesn't leave the map. At zoom 1 the
|
||||
// clamp range collapses to a single point (the world center), forcing the view.
|
||||
viewCenter.x = Mathf.Clamp(viewCenter.x,
|
||||
worldMin.x + halfWorldX, worldMax.x - halfWorldX);
|
||||
viewCenter.y = Mathf.Clamp(viewCenter.y,
|
||||
worldMin.y + halfWorldZ, worldMax.y - halfWorldZ);
|
||||
|
||||
visibleWorldMin = new Vector2(viewCenter.x - halfWorldX, viewCenter.y - halfWorldZ);
|
||||
visibleWorldMax = new Vector2(viewCenter.x + halfWorldX, viewCenter.y + halfWorldZ);
|
||||
|
||||
// Position the terrain element so visibleWorldMin maps to container (0, 0) — in
|
||||
// UI coords where y is top-down and the texture is flipped to put north at top.
|
||||
// Terrain at zoom z is rect.size * z big, and we offset it so the visible window
|
||||
// lands inside the container.
|
||||
float worldRangeX = worldMax.x - worldMin.x;
|
||||
float worldRangeZ = worldMax.y - worldMin.y;
|
||||
|
||||
float terrainW = rect.width * zoom;
|
||||
float terrainH = rect.height * zoom;
|
||||
float left = -(visibleWorldMin.x - worldMin.x) / worldRangeX * terrainW;
|
||||
// Top: container's top corresponds to visibleWorldMax.z. Distance from texture's
|
||||
// top (worldMax.z) to visibleWorldMax.z, as a fraction of world range, times height.
|
||||
float top = -(worldMax.y - visibleWorldMax.y) / worldRangeZ * terrainH;
|
||||
|
||||
terrainLayer.style.width = terrainW;
|
||||
terrainLayer.style.height = terrainH;
|
||||
terrainLayer.style.left = left;
|
||||
terrainLayer.style.top = top;
|
||||
terrainLayer.style.right = StyleKeyword.Auto;
|
||||
terrainLayer.style.bottom = StyleKeyword.Auto;
|
||||
|
||||
// Entity overlay needs a redraw to reflect the new visible rect.
|
||||
entityLayer.MarkDirtyRepaint();
|
||||
}
|
||||
|
||||
// ----- Pointer handling -------------------------------------------
|
||||
|
||||
private void OnPointerDown(PointerDownEvent evt)
|
||||
{
|
||||
if (!ready) return;
|
||||
|
||||
if (evt.button == 0)
|
||||
{
|
||||
// Left button: jump camera + start drag-to-pan.
|
||||
if (cameraController == null) return;
|
||||
isDragging = true;
|
||||
dragPointerId = evt.pointerId;
|
||||
container.CapturePointer(evt.pointerId);
|
||||
cameraController.BeginDrag();
|
||||
cameraController.JumpTo(UIToWorld(evt.localPosition));
|
||||
evt.StopPropagation();
|
||||
}
|
||||
else if (evt.button == 1)
|
||||
{
|
||||
// Right button: move-and-pause command on the selected builder. Fires
|
||||
// immediately; no drag/capture semantics (single-shot like an RTS).
|
||||
HandleRightClickMove(evt.localPosition);
|
||||
evt.StopPropagation();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPointerMove(PointerMoveEvent evt)
|
||||
{
|
||||
if (!isDragging || evt.pointerId != dragPointerId) return;
|
||||
cameraController.JumpTo(UIToWorld(evt.localPosition));
|
||||
evt.StopPropagation();
|
||||
}
|
||||
|
||||
private void OnPointerUp(PointerUpEvent evt)
|
||||
{
|
||||
if (!isDragging || evt.pointerId != dragPointerId) return;
|
||||
EndDragging(evt.pointerId);
|
||||
evt.StopPropagation();
|
||||
}
|
||||
|
||||
// Lost capture — end drag cleanly so we don't leave CameraController stuck.
|
||||
private void OnPointerCaptureOut(PointerCaptureOutEvent evt)
|
||||
{
|
||||
if (!isDragging || evt.pointerId != dragPointerId) return;
|
||||
EndDragging(evt.pointerId);
|
||||
}
|
||||
|
||||
private void EndDragging(int pointerId)
|
||||
{
|
||||
isDragging = false;
|
||||
cameraController?.EndDrag();
|
||||
if (container.HasPointerCapture(pointerId))
|
||||
container.ReleasePointer(pointerId);
|
||||
}
|
||||
|
||||
private void HandleRightClickMove(Vector2 uiLocal)
|
||||
{
|
||||
var selection = SelectionState.Instance;
|
||||
if (selection == null || !selection.HasSelection) return;
|
||||
|
||||
Vector3 worldTarget = UIToWorld(uiLocal);
|
||||
// Same RPC the world right-click uses; server validates and side-effects the queue.
|
||||
selection.SelectedBuilder.RequestMoveAndPauseRpc(worldTarget);
|
||||
}
|
||||
|
||||
// ----- Zoom -------------------------------------------------------
|
||||
|
||||
private void OnWheel(WheelEvent evt)
|
||||
{
|
||||
if (!ready) return;
|
||||
|
||||
// Cursor-anchored zoom: capture the world point under the cursor before the
|
||||
// zoom change, then move viewCenter so that same world point lands at the same
|
||||
// UI position afterward. Result: the cursor "drills in" on whatever it's over.
|
||||
Vector3 cursorWorldBefore = UIToWorld(evt.localMousePosition);
|
||||
|
||||
// WheelEvent.delta.y: positive = scroll down (typically zoom out), negative = up.
|
||||
// Multiplicative steps feel natural and keep the rate consistent across zoom levels.
|
||||
float steps = -evt.delta.y;
|
||||
float newZoom = Mathf.Clamp(zoom * Mathf.Pow(ZoomStepFactor, steps), MinZoom, MaxZoom);
|
||||
if (Mathf.Approximately(newZoom, zoom))
|
||||
{
|
||||
evt.StopPropagation();
|
||||
return;
|
||||
}
|
||||
|
||||
zoom = newZoom;
|
||||
|
||||
// Compute viewCenter that keeps cursorWorldBefore under the cursor at the new zoom.
|
||||
// visibleWorldMin = viewCenter - halfWorld; visibleWorldMax = viewCenter + halfWorld
|
||||
// UIToWorld(uiLocal) = visibleWorldMin + frac * (visibleWorldMax - visibleWorldMin)
|
||||
// = viewCenter - halfWorld + frac * 2 * halfWorld
|
||||
// = viewCenter + (2*frac - 1) * halfWorld
|
||||
// Solve viewCenter from desired cursorWorldBefore at the cursor's frac.
|
||||
var rect = container.contentRect;
|
||||
float fx = Mathf.Clamp01(evt.localMousePosition.x / rect.width);
|
||||
float fyTopDown = Mathf.Clamp01(evt.localMousePosition.y / rect.height);
|
||||
float fzBottomUp = 1f - fyTopDown;
|
||||
|
||||
float halfWorldX = (worldMax.x - worldMin.x) * 0.5f / zoom;
|
||||
float halfWorldZ = (worldMax.y - worldMin.y) * 0.5f / zoom;
|
||||
viewCenter.x = cursorWorldBefore.x - (2f * fx - 1f) * halfWorldX;
|
||||
viewCenter.y = cursorWorldBefore.z - (2f * fzBottomUp - 1f) * halfWorldZ;
|
||||
|
||||
ApplyView(); // clamps viewCenter and updates terrain element
|
||||
evt.StopPropagation();
|
||||
}
|
||||
|
||||
// ----- Coordinate transforms --------------------------------------
|
||||
|
||||
// UI local (y down) → world (z up). Clamps to visible map rect so dragging past the
|
||||
// edge doesn't fly the camera off the map.
|
||||
private Vector3 UIToWorld(Vector2 uiLocal)
|
||||
{
|
||||
var rect = container.contentRect;
|
||||
if (rect.width <= 0f || rect.height <= 0f) return Vector3.zero;
|
||||
|
||||
float fx = Mathf.Clamp01(uiLocal.x / rect.width);
|
||||
float fyTopDown = Mathf.Clamp01(uiLocal.y / rect.height);
|
||||
float fzBottomUp = 1f - fyTopDown;
|
||||
|
||||
float worldX = Mathf.Lerp(visibleWorldMin.x, visibleWorldMax.x, fx);
|
||||
float worldZ = Mathf.Lerp(visibleWorldMin.y, visibleWorldMax.y, fzBottomUp);
|
||||
return new Vector3(worldX, GridCoordinates.BUILDABLE_PLANE_Y, worldZ);
|
||||
}
|
||||
|
||||
// World → UI local. Used for placing entity icons.
|
||||
//
|
||||
// IMPORTANT: this must NOT clamp. Mathf.InverseLerp clamps to [0,1], which would
|
||||
// pin off-screen entities to the minimap edge — making zoomed-in views show
|
||||
// ghost icons stuck against every border. We compute the fraction manually so
|
||||
// out-of-view entities get UI coords outside the container's rect, where the
|
||||
// bounds check in DrawOneEntity culls them.
|
||||
private Vector2 WorldToUI(Vector3 world)
|
||||
{
|
||||
var rect = container.contentRect;
|
||||
float rangeX = visibleWorldMax.x - visibleWorldMin.x;
|
||||
float rangeZ = visibleWorldMax.y - visibleWorldMin.y;
|
||||
if (rangeX <= 0.0001f || rangeZ <= 0.0001f) return Vector2.zero;
|
||||
|
||||
float fx = (world.x - visibleWorldMin.x) / rangeX;
|
||||
float fzBottomUp = (world.z - visibleWorldMin.y) / rangeZ;
|
||||
float fyTopDown = 1f - fzBottomUp;
|
||||
return new Vector2(fx * rect.width, fyTopDown * rect.height);
|
||||
}
|
||||
|
||||
/// <summary>Pixels per world unit at the current zoom. Used to scale entity icons so
|
||||
/// e.g. a 2×2 tower footprint reads as a 2-tile square on the minimap.</summary>
|
||||
private float PixelsPerWorldUnit
|
||||
{
|
||||
get
|
||||
{
|
||||
var rect = container.contentRect;
|
||||
float visibleWorldWidth = visibleWorldMax.x - visibleWorldMin.x;
|
||||
return visibleWorldWidth > 0.0001f ? rect.width / visibleWorldWidth : 1f;
|
||||
}
|
||||
}
|
||||
|
||||
// ----- Entity overlay drawing -------------------------------------
|
||||
|
||||
private void DrawEntities(MeshGenerationContext mgc)
|
||||
{
|
||||
if (!ready) return;
|
||||
var painter = mgc.painter2D;
|
||||
float pxPerWorld = PixelsPerWorldUnit;
|
||||
|
||||
// The local player's builder always draws on top. Cache the reference once
|
||||
// (Builder.Local does a dictionary lookup) and cast to the interface so the
|
||||
// ReferenceEquals compare against registry entries works without boxing.
|
||||
IMinimapEntity localBuilder = Builder.Local;
|
||||
|
||||
// Pass 1: every entity except the local builder. Order within this pass is
|
||||
// arbitrary (registry is a HashSet); revisit if cross-entity layering between
|
||||
// non-local entities ever matters.
|
||||
MinimapEntityRegistry.ForEach(e =>
|
||||
{
|
||||
if (ReferenceEquals(e, localBuilder)) return;
|
||||
DrawOneEntity(painter, e, pxPerWorld);
|
||||
});
|
||||
|
||||
// Pass 2: local builder on top. Skipped if the local builder isn't spawned
|
||||
// (e.g., on a dedicated server or before the local client's builder arrives).
|
||||
if (localBuilder != null)
|
||||
DrawOneEntity(painter, localBuilder, pxPerWorld);
|
||||
}
|
||||
|
||||
private void DrawOneEntity(Painter2D p, IMinimapEntity entity, float pxPerWorld)
|
||||
{
|
||||
if (entity == null) return;
|
||||
|
||||
Vector2 ui = WorldToUI(entity.WorldPosition);
|
||||
|
||||
// Skip if obviously off-screen — overflow:hidden clips it anyway, but skipping
|
||||
// saves Painter2D work for entities far outside the zoomed-in window.
|
||||
var rect = container.contentRect;
|
||||
if (ui.x < -8f || ui.y < -8f || ui.x > rect.width + 8f || ui.y > rect.height + 8f) return;
|
||||
|
||||
Color col = entity.MinimapColor; col.a = 1f;
|
||||
p.fillColor = col;
|
||||
|
||||
switch (entity.IconKind)
|
||||
{
|
||||
case MinimapIconKind.Enemy:
|
||||
{
|
||||
float r = Mathf.Max(entity.MinimapWorldSize * 0.5f * pxPerWorld, EnemyMinRadiusPx);
|
||||
DrawCircle(p, ui, r);
|
||||
break;
|
||||
}
|
||||
case MinimapIconKind.Tower:
|
||||
{
|
||||
// Tower size follows footprint exactly — no pixel floor. Adjacent towers
|
||||
// visually touch on the minimap because their drawn squares span their
|
||||
// full footprint extent in world units.
|
||||
float halfPx = entity.MinimapWorldSize * 0.5f * pxPerWorld;
|
||||
DrawSquare(p, ui, halfPx);
|
||||
break;
|
||||
}
|
||||
case MinimapIconKind.Builder:
|
||||
{
|
||||
float r = Mathf.Max(entity.MinimapWorldSize * 0.5f * pxPerWorld, BuilderMinRadiusPx);
|
||||
DrawCircle(p, ui, r);
|
||||
p.strokeColor = BuilderOutline;
|
||||
p.lineWidth = 1f;
|
||||
p.Stroke();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawCircle(Painter2D p, Vector2 center, float radius)
|
||||
{
|
||||
p.BeginPath();
|
||||
p.Arc(center, radius, new Angle(0f, AngleUnit.Degree), new Angle(360f, AngleUnit.Degree));
|
||||
p.Fill();
|
||||
}
|
||||
|
||||
private static void DrawSquare(Painter2D p, Vector2 center, float halfSize)
|
||||
{
|
||||
p.BeginPath();
|
||||
p.MoveTo(new Vector2(center.x - halfSize, center.y - halfSize));
|
||||
p.LineTo(new Vector2(center.x + halfSize, center.y - halfSize));
|
||||
p.LineTo(new Vector2(center.x + halfSize, center.y + halfSize));
|
||||
p.LineTo(new Vector2(center.x - halfSize, center.y + halfSize));
|
||||
p.ClosePath();
|
||||
p.Fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Project/Scripts/UI/Minimap/MinimapView.cs.meta
Normal file
2
Assets/_Project/Scripts/UI/Minimap/MinimapView.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0462e237a5a906242a62de1740fc4365
|
||||
Loading…
Add table
Add a link
Reference in a new issue