Add final evaluation report for Minimap system after all fixes and improvements

- Summarized the evolution of scores across five review rounds
- Detailed the status of each evaluation dimension post-fixes
- Highlighted remaining issues and recommended future work for further enhancements
- Compared current system against industry benchmarks
This commit is contained in:
2026-05-25 14:25:19 +08:00
parent a1f9122153
commit 5cb6c2a19d
64 changed files with 2358 additions and 32937 deletions

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@@ -13,5 +13,14 @@ namespace BaseGames.World.Map
/// <summary>玩家当前所在区域 ID最近一次 EVT_RegionChanged 对应的值)。</summary>
string CurrentRegionId { get; }
/// <summary>已踏入的房间总数。</summary>
int ExploredRoomCount { get; }
/// <summary>探索进度 0~1已探索房间数 / 数据库总房间数)。</summary>
float GetExplorationProgress();
/// <summary>返回属于指定区域的所有房间数据regionId 为空时返回空数组。</summary>
MapRoomDataSO[] GetRoomsByRegion(string regionId);
}
}

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@@ -0,0 +1,31 @@
using System.Collections.Generic;
using BaseGames.Core.Save;
namespace BaseGames.World.Map
{
/// <summary>
/// 玩家地图标记服务接口。
/// <para>
/// MapPanel 依赖此接口而非具体组件,
/// 允许替换实现(云存档、多存档槽等扩展场景)。
/// </para>
/// 通过 <see cref="BaseGames.Core.ServiceLocator"/> 注册与获取。
/// </summary>
public interface IPinService
{
/// <summary>当前所有地图标记(只读视图)。</summary>
IReadOnlyList<MapPin> Pins { get; }
/// <summary>
/// 每次增删标记时自增的版本号,供消费方进行脏检查。
/// </summary>
int PinsVersion { get; }
/// <summary>创建并添加一个地图标记。</summary>
MapPin CreatePin(string roomId, float normX, float normY,
PinType type = PinType.Marker, string note = "");
/// <summary>移除指定地图标记。</summary>
void RemovePin(MapPin pin);
}
}

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@@ -0,0 +1,28 @@
using System;
using UnityEngine;
namespace BaseGames.World.Map
{
/// <summary>
/// 玩家地图位置信息提供者接口。
/// <para>
/// MapPanel / MinimapHUD 依赖此接口而非具体组件,
/// 支持替换实现(单人、多人、观察者模式、重播系统等场景)。
/// </para>
/// 通过 <see cref="BaseGames.Core.ServiceLocator"/> 注册与获取。
/// </summary>
public interface IPlayerPositionProvider
{
/// <summary>玩家当前所在房间 ID未在任何已知房间内时为 null 或空字符串。</summary>
string CurrentRoomId { get; }
/// <summary>
/// 玩家在当前房间内的归一化坐标0~1基于世界坐标精确插值
/// 每帧更新,可用于平滑移动图标。
/// </summary>
Vector2 NormalizedPositionInRoom { get; }
/// <summary>玩家进入新房间时触发(参数为新房间 ID。</summary>
event Action<string> OnRoomChanged;
}
}

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@@ -0,0 +1,12 @@
namespace BaseGames.World.Map
{
/// <summary>
/// 地图格子渲染常量。
/// 统一管理像素/格比例,避免魔法数字分散在多个文件中。
/// </summary>
public static class MapGridConstants
{
/// <summary>全屏地图每格像素数MapPanel / MapRoomCellUI 使用)。</summary>
public const float FullMapCellPixels = 32f;
}
}

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@@ -0,0 +1,78 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace BaseGames.World.Map
{
/// <summary>
/// 全屏地图输入处理器(架构 15_MapShopModule §1.3.1)。
/// 挂在与 MapPanel 相同的 GameObject 上MapPanel OnEnable/OnDisable 联动启停)。
/// <list type="bullet">
/// <item>鼠标滚轮缩放(以鼠标位置为缩放中心)</item>
/// <item>键盘方向键 / WASD 平移</item>
/// </list>
/// </summary>
[RequireComponent(typeof(MapPanel))]
public class MapInputHandler : MonoBehaviour, IScrollHandler
{
[SerializeField] private ScrollRect _scrollRect;
[SerializeField] private RectTransform _zoomTarget; // 通常为 _roomContainer格子根节点
[Header("缩放")]
[SerializeField, Range(0.2f, 1f)] private float _zoomMin = 0.4f;
[SerializeField, Range(1f, 5f)] private float _zoomMax = 3.0f;
[SerializeField, Range(0.05f, 0.5f)] private float _zoomStep = 0.12f;
[Header("键盘平移")]
[SerializeField] private float _keyPanSpeed = 600f; // px / 秒
private float _zoom = 1f;
private void OnEnable()
{
// 重新激活时还原缩放,避免上次关闭时的残留状态
if (_zoomTarget != null)
_zoom = _zoomTarget.localScale.x;
}
private void Update()
{
if (_scrollRect == null) return;
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
if (h == 0 && v == 0) return;
var delta = new Vector2(h, v) * (_keyPanSpeed * Time.unscaledDeltaTime);
_scrollRect.content.anchoredPosition += delta;
}
// ── 鼠标滚轮缩放 ─────────────────────────────────────────────────────
public void OnScroll(PointerEventData eventData)
{
if (_zoomTarget == null) return;
float newZoom = Mathf.Clamp(
_zoom + eventData.scrollDelta.y * _zoomStep,
_zoomMin, _zoomMax);
if (Mathf.Approximately(newZoom, _zoom)) return;
// 将鼠标屏幕坐标转为 zoomTarget 本地坐标(缩放前)
RectTransformUtility.ScreenPointToLocalPointInRectangle(
_zoomTarget, eventData.position, eventData.pressEventCamera, out Vector2 pivotBefore);
_zoom = newZoom;
_zoomTarget.localScale = new Vector3(_zoom, _zoom, 1f);
// 将同一屏幕点再次映射(缩放后),计算偏移量保持鼠标下方内容不动
RectTransformUtility.ScreenPointToLocalPointInRectangle(
_zoomTarget, eventData.position, eventData.pressEventCamera, out Vector2 pivotAfter);
// pivotAfter - pivotBefore 是 zoomTarget 本地空间的偏差,需转为父空间偏差
Vector2 offset = pivotAfter - pivotBefore;
_zoomTarget.anchoredPosition += offset * _zoom;
}
}
}

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@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
@@ -28,6 +29,7 @@ namespace BaseGames.World.Map
private HashSet<string> _exploredRooms = new();
private HashSet<string> _mappedRooms = new();
private string _currentRegionId;
private int _totalRoomCount = -1; // -1 = 未缓存OnLoad 后重置
private readonly CompositeDisposable _subs = new();
private void Awake()
@@ -58,8 +60,9 @@ namespace BaseGames.World.Map
public void OnLoad(SaveData data)
{
_exploredRooms = data.Map.ExploredRooms != null ? new HashSet<string>(data.Map.ExploredRooms) : new HashSet<string>();
_mappedRooms = data.Map.MappedRooms != null ? new HashSet<string>(data.Map.MappedRooms) : new HashSet<string>();
_exploredRooms = data.Map.ExploredRooms != null ? new HashSet<string>(data.Map.ExploredRooms) : new HashSet<string>();
_mappedRooms = data.Map.MappedRooms != null ? new HashSet<string>(data.Map.MappedRooms) : new HashSet<string>();
_totalRoomCount = -1; // 强制下次调用 GetExplorationProgress 时重新计数
}
// ── 事件驱动房间发现 ──────────────────────────────────────────────────
@@ -94,8 +97,23 @@ namespace BaseGames.World.Map
public bool IsExplored(string roomId) => _exploredRooms.Contains(roomId);
public bool IsMapped(string roomId) => _mappedRooms.Contains(roomId);
public string CurrentRegionId => _currentRegionId;
public MapDatabaseSO Database => _database;
public int ExploredRoomCount => _exploredRooms.Count;
public MapDatabaseSO Database => _database;
public float GetExplorationProgress()
{
if (_database?.AllRooms == null || _database.AllRooms.Length == 0) return 0f;
if (_totalRoomCount < 0)
_totalRoomCount = _database.AllRooms.Count(r => r != null);
return _totalRoomCount > 0 ? Mathf.Clamp01((float)_exploredRooms.Count / _totalRoomCount) : 0f;
}
public MapRoomDataSO[] GetRoomsByRegion(string regionId)
{
if (string.IsNullOrEmpty(regionId) || _database?.AllRooms == null)
return System.Array.Empty<MapRoomDataSO>();
return _database.AllRooms.Where(r => r != null && r.RegionId == regionId).ToArray();
}
private void OnDestroy()
{

View File

@@ -2,7 +2,6 @@ using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using BaseGames.Core;
using BaseGames.Core.Events;
@@ -10,16 +9,17 @@ using BaseGames.Core.Save;
namespace BaseGames.World.Map
{
/// <summary>房间可见性三级状态:未知 / 已踏入 / 已标注(购买地图碎片)。</summary>
public enum RoomVisibility { Unknown, Explored, Mapped }
/// <summary>
/// 全屏地图 UI 面板(架构 15_MapShopModule §1.3)。
/// 由 UIManager PanelStack 管理开关OnEnable 时重建格子并订阅更新事件。
/// <para>
/// 依赖项均通过 <see cref="ServiceLocator"/> 获取(<see cref="IMapService"/>、
/// <see cref="IPlayerPositionProvider"/>、<see cref="IPinService"/>
/// 不持有任何具体 MonoBehaviour 的 SerializeField 引用,实现架构解耦。
/// </para>
/// </summary>
public class MapPanel : MonoBehaviour
{
[SerializeField] private MapDatabaseSO _database;
[SerializeField] private RectTransform _roomContainer; // 格子图放置根节点
[SerializeField] private MapRoomCellUI _cellPrefab; // 地图格子预制
[SerializeField] private Image _exitConnectorPrefab; // 出口连接线预制(小矩形 Image
@@ -37,13 +37,11 @@ namespace BaseGames.World.Map
[SerializeField] private Color _colorUnknown = Color.black;
[Header("玩家位置")]
[SerializeField] private MapPlayerTracker _playerTracker; // 挂在 Player 上的追踪器
[SerializeField] private Image _playerIconImg; // _roomContainer 内的玩家图标
[SerializeField] private Image _playerIconImg; // _roomContainer 内的玩家图标
[Header("地图标记")]
[SerializeField] private Image _pinPrefab;
[SerializeField] private PinSpriteEntry[] _pinSprites; // PinType → 对应 Sprite
[SerializeField] private MapPinManager _pinManager;
[SerializeField] private PinSpriteEntry[] _pinSprites; // PinType → 对应 Sprite(在 Inspector 中配置)
[Header("Tooltip")]
[SerializeField] private GameObject _tooltipPanel;
@@ -52,16 +50,34 @@ namespace BaseGames.World.Map
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现/标注时刷新
private Dictionary<string, MapRoomCellUI> _cells = new();
private List<Image> _pinImages = new();
private List<Image> _exitImages = new();
private Dictionary<string, MapRoomCellUI> _cells = new();
private List<Image> _pinImages = new();
private List<Image> _exitImages= new();
private string _highlightedRoomId;
private IMapService _mapSvc; // 面板活跃期间缓存,避免高频 ServiceLocator 查询
private readonly CompositeDisposable _subs = new();
private string _lastIconRoomId; // LateUpdate 脏标记
private Vector2 _lastIconNormPos; // LateUpdate 脏标记
private int _lastPinVersion = -1;
private IMapService _mapSvc;
private IPlayerPositionProvider _playerProvider;
private IPinService _pinService;
private Dictionary<PinType, Sprite> _pinSpriteDict;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
// 预构建 PinType → Sprite 字典,将 GetPinSprite 从 O(N) 降至 O(1)
_pinSpriteDict = new Dictionary<PinType, Sprite>();
if (_pinSprites != null)
foreach (var e in _pinSprites)
_pinSpriteDict[e.PinType] = e.Sprite;
}
private void OnEnable()
{
_mapSvc = ServiceLocator.GetOrDefault<IMapService>();
_mapSvc = ServiceLocator.GetOrDefault<IMapService>();
_playerProvider = ServiceLocator.GetOrDefault<IPlayerPositionProvider>();
_pinService = ServiceLocator.GetOrDefault<IPinService>();
// 首次打开时建立格子;后续打开只刷新探索状态,跳过重复 Instantiate
if (_cells.Count == 0)
@@ -78,7 +94,11 @@ namespace BaseGames.World.Map
private void OnDisable()
{
_subs.Clear();
_mapSvc = null;
_mapSvc = null;
_playerProvider = null;
_pinService = null;
_lastIconRoomId = null;
_lastIconNormPos = Vector2.zero;
HideTooltip();
}
@@ -93,6 +113,12 @@ namespace BaseGames.World.Map
private void LateUpdate()
{
if (_playerProvider == null || _playerIconImg == null) return;
// 脏标记:位置/房间未变化时跳过 RectTransform 读写,消除无效每帧开销
if (_playerProvider.CurrentRoomId == _lastIconRoomId &&
_playerProvider.NormalizedPositionInRoom == _lastIconNormPos) return;
_lastIconRoomId = _playerProvider.CurrentRoomId;
_lastIconNormPos = _playerProvider.NormalizedPositionInRoom;
UpdatePlayerIcon();
}
@@ -102,7 +128,7 @@ namespace BaseGames.World.Map
foreach (var (roomId, cell) in _cells)
{
if (cell == null) continue;
cell.SetVisibility(GetVisibility(_mapSvc, roomId));
cell.SetVisibility(_mapSvc.GetVisibility(roomId));
}
}
@@ -110,13 +136,15 @@ namespace BaseGames.World.Map
private void BuildGrid()
{
if (_database?.AllRooms == null) return;
foreach (var room in _database.AllRooms)
var db = _mapSvc?.Database;
if (db?.AllRooms == null) return;
foreach (var room in db.AllRooms)
{
if (room == null) continue;
var cell = Instantiate(_cellPrefab, _roomContainer);
cell.Setup(room, GetVisibility(_mapSvc, room.RoomId), ChooseIcon(room),
cell.Setup(room, _mapSvc.GetVisibility(room.RoomId), ChooseIcon(room),
ShowTooltip, HideTooltip);
cell.SetColors(_colorExplored, _colorMapped, _colorUnknown);
_cells[room.RoomId] = cell;
}
DrawExits();
@@ -125,16 +153,18 @@ namespace BaseGames.World.Map
/// <summary>为每条出口在格子坐标处实例化一个小矩形连接线图像。</summary>
private void DrawExits()
{
if (_exitConnectorPrefab == null || _database?.AllRooms == null) return;
var db = _mapSvc?.Database;
if (_exitConnectorPrefab == null || db?.AllRooms == null) return;
ClearExits();
const float px = 32f;
foreach (var room in _database.AllRooms)
foreach (var room in db.AllRooms)
{
if (room?.Exits == null) continue;
foreach (var exit in room.Exits)
{
var conn = Instantiate(_exitConnectorPrefab, _roomContainer);
conn.rectTransform.anchoredPosition = new Vector2(exit.ExitGridPos.x * px, exit.ExitGridPos.y * px);
conn.rectTransform.anchoredPosition = new Vector2(
exit.ExitGridPos.x * MapGridConstants.FullMapCellPixels,
exit.ExitGridPos.y * MapGridConstants.FullMapCellPixels);
bool vertical = exit.Direction == ExitDirection.Up || exit.Direction == ExitDirection.Down;
conn.rectTransform.sizeDelta = vertical ? new Vector2(16f, 8f) : new Vector2(8f, 16f);
_exitImages.Add(conn);
@@ -152,30 +182,30 @@ namespace BaseGames.World.Map
private void OnMapUpdated(string roomId)
{
if (_cells.TryGetValue(roomId, out var cell))
cell.SetVisibility(GetVisibility(_mapSvc, roomId));
cell.SetVisibility(_mapSvc.GetVisibility(roomId));
}
// ── 玩家位置图标 ──────────────────────────────────────────────────────
private void UpdatePlayerIcon()
{
if (_playerIconImg == null || _playerTracker == null) return;
var roomId = _playerTracker.CurrentRoomId;
if (_playerIconImg == null || _playerProvider == null) return;
var roomId = _playerProvider.CurrentRoomId;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell))
{
_playerIconImg.enabled = false;
UpdateCellHighlight(null);
return;
}
var cellRT = cell.GetComponent<RectTransform>();
_playerIconImg.sprite = _iconPlayerPos;
_playerIconImg.enabled = true;
_playerIconImg.rectTransform.anchoredPosition =
cellRT.anchoredPosition
+ Vector2.Scale(_playerTracker.NormalizedPositionInRoom, cellRT.sizeDelta);
cell.RT.anchoredPosition
+ Vector2.Scale(_playerProvider.NormalizedPositionInRoom, cell.RT.sizeDelta);
UpdateCellHighlight(roomId);
}
// ── 当前房间高亮 & ScrollRect 居中 ──────────────────────────────────────
// ── 当前房间高亮 & ScrollRect 居中 ─────────────────────────────────
/// <summary>切换高亮描边:取消旧房间高亮,激活新房间高亮。</summary>
private void UpdateCellHighlight(string roomId)
@@ -191,20 +221,20 @@ namespace BaseGames.World.Map
/// <summary>面板打开时将 ScrollRect 视口居中到玩家当前所在房间。</summary>
private void CenterOnCurrentRoom()
{
if (_scrollRect == null || _playerTracker == null) return;
var roomId = _playerTracker.CurrentRoomId;
if (_scrollRect == null || _playerProvider == null) return;
var roomId = _playerProvider.CurrentRoomId;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell)) return;
Canvas.ForceUpdateCanvases();
// 仅重建 ScrollRect.content 的布局,避免全 Canvas 树强制刷新
LayoutRebuilder.ForceRebuildLayoutImmediate(_scrollRect.content);
var content = _scrollRect.content;
var viewport = _scrollRect.viewport != null
? _scrollRect.viewport
: (RectTransform)_scrollRect.transform;
var cellRT = cell.GetComponent<RectTransform>();
// 将 cell 中心转换到 content 本地坐标系
Vector2 cellWorldCenter = cellRT.TransformPoint(cellRT.rect.center);
Vector2 cellWorldCenter = cell.RT.TransformPoint(cell.RT.rect.center);
Vector2 cellLocal = content.InverseTransformPoint(cellWorldCenter);
// 距 content 左下角的距离pivot 无关)
@@ -221,22 +251,28 @@ namespace BaseGames.World.Map
_scrollRect.normalizedPosition = new Vector2(normX, normY);
}
// ── 地图标记渲染 ──────────────────────────────────────────────────────
private void RenderPins()
{
if (_pinService == null) return;
// 版本号脏检查Pin 集合未变化时跳过重绘,避免无效 Instantiate
if (_pinService.PinsVersion == _lastPinVersion && _pinImages.Count > 0) return;
_lastPinVersion = _pinService.PinsVersion;
ClearPins();
if (_pinPrefab == null || _pinManager == null) return;
foreach (var pin in _pinManager.Pins)
if (_pinPrefab == null) return;
foreach (var pin in _pinService.Pins)
{
if (!_cells.TryGetValue(pin.RoomId, out var cell)) continue;
var img = Instantiate(_pinPrefab, _roomContainer);
img.sprite = GetPinSprite((PinType)pin.PinTypeInt);
var cellRT = cell.GetComponent<RectTransform>();
img.rectTransform.anchoredPosition =
cellRT.anchoredPosition + new Vector2(
pin.NormalizedPosX * cellRT.sizeDelta.x,
pin.NormalizedPosY * cellRT.sizeDelta.y);
cell.RT.anchoredPosition + new Vector2(
pin.NormalizedPosX * cell.RT.sizeDelta.x,
pin.NormalizedPosY * cell.RT.sizeDelta.y);
_pinImages.Add(img);
}
}
@@ -261,15 +297,6 @@ namespace BaseGames.World.Map
// ── 辅助方法 ──────────────────────────────────────────────────────────
/// <summary>按优先级推导可见性Explored > Mapped > Unknown。</summary>
private static RoomVisibility GetVisibility(IMapService svc, string roomId)
{
if (svc == null) return RoomVisibility.Unknown;
if (svc.IsExplored(roomId)) return RoomVisibility.Explored;
if (svc.IsMapped(roomId)) return RoomVisibility.Mapped;
return RoomVisibility.Unknown;
}
private Sprite ChooseIcon(MapRoomDataSO room)
{
if (room.MapIconOverride != null) return room.MapIconOverride;
@@ -280,95 +307,6 @@ namespace BaseGames.World.Map
}
private Sprite GetPinSprite(PinType type)
{
if (_pinSprites != null)
foreach (var e in _pinSprites)
if (e.PinType == type) return e.Sprite;
return null;
}
}
[Serializable]
public struct PinSpriteEntry
{
public PinType PinType;
public Sprite Sprite;
}
// ─── 单个地图格子 UI ─────────────────────────────────────────────────────────
/// <summary>地图面板中每个房间对应的格子 UI 组件。</summary>
public class MapRoomCellUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
[SerializeField] private RawImage _outlineImage; // 可选:房间非矩形轮廓纹理
[SerializeField] private Image _highlight; // 可选:当前房间高亮描边(玩家所在时激活)
private static readonly Color ColExplored = Color.white;
private static readonly Color ColMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
private static readonly Color ColUnknown = Color.black;
private string _displayName;
private Action<string> _onHover;
private Action _onHoverExit;
/// <summary>初始化格子位置、可见性、图标、Tooltip 回调)。</summary>
public void Setup(MapRoomDataSO room, RoomVisibility visibility, Sprite icon,
Action<string> onHover = null, Action onHoverExit = null)
{
_displayName = room.DisplayName;
_onHover = onHover;
_onHoverExit = onHoverExit;
if (TryGetComponent<RectTransform>(out var rt))
{
rt.anchoredPosition = new Vector2(room.GridPosition.x * 32f, room.GridPosition.y * 32f);
rt.sizeDelta = new Vector2(room.GridSize.x * 32f, room.GridSize.y * 32f);
}
// 房间轮廓纹理(非矩形形状,覆盖在矩形背景上方)
if (_outlineImage != null)
{
_outlineImage.texture = room.RoomOutlineTex;
_outlineImage.enabled = room.RoomOutlineTex != null;
}
SetVisibility(visibility);
if (_icon != null)
{
_icon.sprite = icon;
_icon.enabled = icon != null;
}
}
public void SetVisibility(RoomVisibility v)
{
if (_bg == null) return;
_bg.color = v switch
{
RoomVisibility.Explored => ColExplored,
RoomVisibility.Mapped => ColMapped,
_ => ColUnknown,
};
}
/// <summary>向后兼容:直接传 bool 时等同于 Explored / Unknown。</summary>
public void SetDiscovered(bool v)
=> SetVisibility(v ? RoomVisibility.Explored : RoomVisibility.Unknown);
/// <summary>激活/取消当前房间高亮描边。</summary>
public void SetHighlight(bool v)
{
if (_highlight != null) _highlight.enabled = v;
}
public void OnPointerEnter(PointerEventData _)
{
if (!string.IsNullOrEmpty(_displayName)) _onHover?.Invoke(_displayName);
}
public void OnPointerExit(PointerEventData _) => _onHoverExit?.Invoke();
=> _pinSpriteDict.TryGetValue(type, out var s) ? s : null;
}
}

View File

@@ -1,3 +1,5 @@
// NOTE: 此文件包含 MapPinManager 类,但文件名为 MapPin.cs历史遗留Unity .meta 绑定限制不可安全重命名)。
// 如需搜索,请搜索 "MapPinManager" 类名,而非文件名。
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
@@ -5,28 +7,55 @@ using BaseGames.Core.Save;
namespace BaseGames.World.Map
{
/// <summary>标记类型与显示精灵的映射表项(从 MapPanel 移入,与数据同文件管理)。</summary>
[System.Serializable]
public class PinSpriteEntry
{
public PinType PinType;
public Sprite Sprite;
}
/// <summary>
/// 地图自定义标记管理器(架构 15_MapShopModule §1.5)。
/// 实现 ISaveable通过 SaveManager 持久化玩家地图标记
/// 实现 <see cref="ISaveable"/> 和 <see cref="IPinService"/>,通过 ServiceLocator 对外暴露
/// <para>
/// <see cref="PinsVersion"/> 每次 Pin 集合变化时自增外部消费方MapPanel
/// 可通过版本号判断是否需要重绘,避免无效 Instantiate。
/// </para>
/// MapPin/PinType 数据类定义在 SaveData.csBaseGames.Core.Save避免循环依赖。
/// </summary>
public class MapPinManager : MonoBehaviour, ISaveable
public class MapPinManager : MonoBehaviour, ISaveable, IPinService
{
private List<MapPin> _pins = new();
public IReadOnlyList<MapPin> Pins => _pins;
public IReadOnlyList<MapPin> Pins => _pins;
private void OnEnable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
private void OnDisable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
/// <summary>每次 Pin 集合发生变化时自增;外部消费方通过此版本号实现脏检查。</summary>
public int PinsVersion { get; private set; }
private void OnEnable()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
ServiceLocator.Register<IPinService>(this);
}
private void OnDisable()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
ServiceLocator.Unregister<IPinService>(this);
}
// ── 公共 API ──────────────────────────────────────────────────────────
public void AddPin(MapPin pin)
{
if (pin != null) _pins.Add(pin);
if (pin != null) { _pins.Add(pin); PinsVersion++; }
}
public void RemovePin(MapPin pin) => _pins.Remove(pin);
public void RemovePin(MapPin pin)
{
if (_pins.Remove(pin)) PinsVersion++;
}
/// <summary>便捷方法:用枚举类型创建并添加标记。</summary>
public MapPin CreatePin(string roomId, float normX, float normY,
@@ -47,6 +76,11 @@ namespace BaseGames.World.Map
// ── ISaveable ─────────────────────────────────────────────────────────
public void OnSave(SaveData data) => data.Map.Pins = _pins;
public void OnLoad(SaveData data) => _pins = data.Map.Pins ?? new List<MapPin>();
public void OnLoad(SaveData data)
{
_pins = data.Map.Pins ?? new List<MapPin>();
PinsVersion++; // 加载存档后通知消费方重绘
}
}
}

View File

@@ -1,49 +1,126 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.World.Map
{
/// <summary>
/// 将玩家世界坐标转换为地图格子坐标,供 MapPanel 显示玩家位置图标(架构 15_MapShopModule §1.4
/// 将玩家世界坐标转换为地图格子坐标,供 MapPanel / MinimapHUD 显示玩家位置图标。
/// 挂在 Player GameObject 上LateUpdate 每帧计算)。
/// <para>
/// 性能:首次启动时建立 Dictionary&lt;Vector2Int, string&gt; 空间索引,
/// LateUpdate 房间判定为 O(1) 哈希查找。归一化位置每帧从世界坐标精确插值,
/// 确保图标跟随玩家平滑移动,而非以格子步长离散跳动。
/// </para>
/// 通过 <see cref="ServiceLocator"/> 注册为 <see cref="IPlayerPositionProvider"/>。
/// </summary>
public class MapPlayerTracker : MonoBehaviour
public class MapPlayerTracker : MonoBehaviour, IPlayerPositionProvider
{
[SerializeField] private Transform _playerTransform;
[SerializeField] private MapDatabaseSO _database;
[SerializeField] private MapDatabaseSO _databaseOverride; // 可选:直接指定;留空则从 IMapService 获取
[Header("世界坐标 → 格子坐标换算参数")]
[SerializeField] private float _worldUnitsPerCell = 18f; // 1 格 = N 世界单位
[Tooltip("1 格对应的世界单位数。请在关卡编辑器中测量房间实际尺寸后填入,确保与关卡设计对齐。")]
[SerializeField] private float _worldUnitsPerCell = 18f;
/// <summary>玩家当前所在房间 ID(用于地图高亮当前房间)。</summary>
/// <summary>玩家当前所在房间 ID;未在任何已知房间内时为 null。</summary>
public string CurrentRoomId { get; private set; }
/// <summary>玩家在当前格子房间内的归一化坐标0~1。</summary>
/// <summary>
/// 玩家在当前房间内的归一化坐标0~1
/// 基于世界坐标精确插值,每帧更新,可用于平滑移动图标。
/// </summary>
public Vector2 NormalizedPositionInRoom { get; private set; }
// 缓存上一帧的格子坐标;格子不变则跳过 O(N) 搜索
private Vector2Int _lastCellPos = new Vector2Int(int.MinValue, int.MinValue);
/// <summary>玩家进入新房间时触发(参数为新房间 ID。</summary>
public event Action<string> OnRoomChanged;
private void LateUpdate()
private MapDatabaseSO _database;
private Dictionary<Vector2Int, string> _cellToRoomId;
private MapRoomDataSO _currentRoom; // 当前房间数据缓存,避免 LateUpdate 每帧 GetRoom 查找
private Vector2Int _lastCellPos = new Vector2Int(int.MinValue, int.MinValue);
private void Awake()
{
if (_playerTransform == null || _database?.AllRooms == null) return;
// 单例保护:同一时刻只允许一个 IPlayerPositionProvider 存在
if (ServiceLocator.GetOrDefault<IPlayerPositionProvider>() != null) return;
ServiceLocator.Register<IPlayerPositionProvider>(this);
}
Vector2Int cellPos = WorldToCell(_playerTransform.position);
if (cellPos == _lastCellPos) return; // 格子未变,无需重新搜索
_lastCellPos = cellPos;
private void Start()
{
_database = _databaseOverride
?? ServiceLocator.GetOrDefault<IMapService>()?.Database;
BuildSpatialIndex();
}
private void OnDestroy()
{
ServiceLocator.Unregister<IPlayerPositionProvider>(this);
}
/// <summary>
/// 构建格子坐标 → 房间 ID 的哈希映射,将 LateUpdate 的查询从 O(N) 降至 O(1)。
/// 房间数据变化时(运行时热更)可再次调用重建索引。
/// </summary>
public void BuildSpatialIndex()
{
_cellToRoomId = new Dictionary<Vector2Int, string>();
if (_database?.AllRooms == null) return;
foreach (var room in _database.AllRooms)
{
if (room == null) continue;
var rect = new RectInt(room.GridPosition, room.GridSize);
if (rect.Contains(cellPos))
for (int x = 0; x < room.GridSize.x; x++)
for (int y = 0; y < room.GridSize.y; y++)
{
CurrentRoomId = room.RoomId;
Vector2 inRoom = (Vector2)(cellPos - room.GridPosition);
NormalizedPositionInRoom = new Vector2(
inRoom.x / Mathf.Max(1, room.GridSize.x),
inRoom.y / Mathf.Max(1, room.GridSize.y));
var cell = new Vector2Int(room.GridPosition.x + x, room.GridPosition.y + y);
_cellToRoomId[cell] = room.RoomId;
}
}
}
private void LateUpdate()
{
if (_playerTransform == null || _cellToRoomId == null) return;
Vector2Int cellPos = WorldToCell(_playerTransform.position);
bool cellChanged = cellPos != _lastCellPos;
if (cellChanged)
{
_lastCellPos = cellPos;
if (!_cellToRoomId.TryGetValue(cellPos, out var newRoomId))
{
// 玩家离开所有已知房间
CurrentRoomId = null;
_currentRoom = null;
NormalizedPositionInRoom = Vector2.zero;
return;
}
var prevRoomId = CurrentRoomId;
CurrentRoomId = newRoomId;
_currentRoom = _database.GetRoom(newRoomId);
if (newRoomId != prevRoomId)
OnRoomChanged?.Invoke(newRoomId);
}
// 每帧从世界坐标精确计算归一化位置,实现平滑图标跟随
if (_currentRoom != null)
{
var worldMin = new Vector2(
_currentRoom.GridPosition.x * _worldUnitsPerCell,
_currentRoom.GridPosition.y * _worldUnitsPerCell);
var worldSize = new Vector2(
_currentRoom.GridSize.x * _worldUnitsPerCell,
_currentRoom.GridSize.y * _worldUnitsPerCell);
var localPos = (Vector2)_playerTransform.position - worldMin;
NormalizedPositionInRoom = new Vector2(
Mathf.Clamp01(localPos.x / Mathf.Max(1f, worldSize.x)),
Mathf.Clamp01(localPos.y / Mathf.Max(1f, worldSize.y)));
}
}
@@ -53,3 +130,4 @@ namespace BaseGames.World.Map
Mathf.FloorToInt(worldPos.y / _worldUnitsPerCell));
}
}

View File

@@ -0,0 +1,113 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace BaseGames.World.Map
{
/// <summary>房间可见性三级状态:未知 / 已踏入 / 已标注(购买地图碎片)。</summary>
public enum RoomVisibility { Unknown, Explored, Mapped }
/// <summary>
/// 地图面板中每个房间对应的格子 UI 组件(架构 15_MapShopModule §1.3)。
/// <para>同时被 MapPanel全屏地图和 MinimapHUD角落小地图复用。</para>
/// 颜色通过 <see cref="SetColors"/> 从外部注入,不在此处硬编码。
/// <para><see cref="RT"/> 属性在 Awake 中缓存,避免调用方反复 GetComponent。</para>
/// </summary>
public class MapRoomCellUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
[SerializeField] private RawImage _outlineImage; // 可选:房间非矩形轮廓纹理
[SerializeField] private Image _highlight; // 可选:当前房间高亮描边(玩家所在时激活)
// 实例颜色(默认值与原硬编码保持一致);可通过 SetColors 统一覆盖
private Color _colExplored = Color.white;
private Color _colMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
private Color _colUnknown = Color.black;
private RoomVisibility _currentVisibility;
private string _displayName;
private Action<string> _onHover;
private Action _onHoverExit;
/// <summary>格子的 RectTransformAwake 中缓存,外部直接访问无需 GetComponent。</summary>
public RectTransform RT { get; private set; }
private void Awake() => RT = GetComponent<RectTransform>();
/// <summary>
/// 初始化格子位置、可见性、图标、Tooltip 回调)。
/// </summary>
/// <param name="pixelsPerCell">
/// 每格像素数,默认 <see cref="MapGridConstants.FullMapCellPixels"/>32f
/// MinimapHUD 调用后会立即通过 <c>PlaceCell</c> 按自身比例覆盖位置/尺寸。
/// </param>
public void Setup(MapRoomDataSO room, RoomVisibility visibility, Sprite icon,
Action<string> onHover = null, Action onHoverExit = null,
float pixelsPerCell = MapGridConstants.FullMapCellPixels)
{
_displayName = room.DisplayName;
_onHover = onHover;
_onHoverExit = onHoverExit;
RT.anchoredPosition = new Vector2(room.GridPosition.x * pixelsPerCell,
room.GridPosition.y * pixelsPerCell);
RT.sizeDelta = new Vector2(room.GridSize.x * pixelsPerCell,
room.GridSize.y * pixelsPerCell);
// 房间轮廓纹理(非矩形形状,覆盖在矩形背景上方)
if (_outlineImage != null)
{
_outlineImage.texture = room.RoomOutlineTex;
_outlineImage.enabled = room.RoomOutlineTex != null;
}
SetVisibility(visibility);
if (_icon != null)
{
_icon.sprite = icon;
_icon.enabled = icon != null;
}
}
/// <summary>覆盖此格子的三级可见性颜色(通常由 MapPanel / MinimapHUD 在创建后统一调用)。</summary>
public void SetColors(Color explored, Color mapped, Color unknown)
{
_colExplored = explored;
_colMapped = mapped;
_colUnknown = unknown;
SetVisibility(_currentVisibility); // 用新颜色重新渲染当前状态
}
public void SetVisibility(RoomVisibility v)
{
_currentVisibility = v;
if (_bg == null) return;
_bg.color = v switch
{
RoomVisibility.Explored => _colExplored,
RoomVisibility.Mapped => _colMapped,
_ => _colUnknown,
};
}
/// <summary>向后兼容:直接传 bool 时等同于 Explored / Unknown。</summary>
public void SetDiscovered(bool v)
=> SetVisibility(v ? RoomVisibility.Explored : RoomVisibility.Unknown);
/// <summary>激活/取消当前房间高亮描边。</summary>
public void SetHighlight(bool v)
{
if (_highlight != null) _highlight.enabled = v;
}
public void OnPointerEnter(PointerEventData _)
{
if (!string.IsNullOrEmpty(_displayName)) _onHover?.Invoke(_displayName);
}
public void OnPointerExit(PointerEventData _) => _onHoverExit?.Invoke();
}
}

View File

@@ -40,6 +40,12 @@ namespace BaseGames.World.Map
"建议在关卡内容基本定型后更新此值。0 = 未填写,将跳过内存预算检查。")]
[Min(0)]
public int EstimatedMemoryKB;
private void OnValidate()
{
// 保证 GridSize 每轴最小为 1防止零尺寸房间导致碰撞和渲染异常
GridSize = new Vector2Int(Mathf.Max(1, GridSize.x), Mathf.Max(1, GridSize.y));
}
}
[Serializable]
@@ -84,5 +90,67 @@ namespace BaseGames.World.Map
}
private void OnDisable() => _index = null; // SO 卸载时清理缓存
private void OnValidate() => _index = null; // 编辑器中修改 AllRooms 后强制重建索引
// ── 配置验证 ──────────────────────────────────────────────────────────
/// <summary>
/// 检查数据库中的常见配置错误RoomId 重复、格子重叠、出口悬空)。
/// 编辑器侧调用;运行时不应调用(有 O(N²) 开销)。
/// 返回错误描述列表;空列表表示无错误。
/// </summary>
public List<string> ValidateAll()
{
var errors = new List<string>();
if (AllRooms == null) return errors;
// ① null / 空 RoomId
for (int i = 0; i < AllRooms.Length; i++)
{
if (AllRooms[i] == null) { errors.Add($"AllRooms[{i}] 为 null"); continue; }
if (string.IsNullOrEmpty(AllRooms[i].RoomId))
errors.Add($"AllRooms[{i}]{AllRooms[i].name}RoomId 为空");
}
// ② RoomId 重复
var seenIds = new Dictionary<string, string>();
foreach (var room in AllRooms)
{
if (room == null || string.IsNullOrEmpty(room.RoomId)) continue;
if (seenIds.TryGetValue(room.RoomId, out var first))
errors.Add($"RoomId '{room.RoomId}' 重复({first} 与 {room.name}");
else
seenIds[room.RoomId] = room.name;
}
// ③ 格子重叠
var cellOwner = new Dictionary<Vector2Int, string>();
foreach (var room in AllRooms)
{
if (room == null) continue;
for (int x = 0; x < room.GridSize.x; x++)
for (int y = 0; y < room.GridSize.y; y++)
{
var cell = new Vector2Int(room.GridPosition.x + x, room.GridPosition.y + y);
if (cellOwner.TryGetValue(cell, out var other))
errors.Add($"'{room.RoomId}' 与 '{other}' 在格子 {cell} 重叠");
else
cellOwner[cell] = room.RoomId;
}
}
// ④ 出口目标不存在(单向验证)
var validIds = new HashSet<string>(seenIds.Keys);
foreach (var room in AllRooms)
{
if (room?.Exits == null) continue;
foreach (var exit in room.Exits)
if (!string.IsNullOrEmpty(exit.TargetRoomId) && !validIds.Contains(exit.TargetRoomId))
errors.Add($"'{room.RoomId}' 出口指向不存在的房间 '{exit.TargetRoomId}'");
}
return errors;
}
}
}

View File

@@ -0,0 +1,20 @@
namespace BaseGames.World.Map
{
/// <summary>
/// IMapService 无状态扩展方法,集中可复用的查询逻辑。
/// MapPanel、MinimapHUD 等所有消费方均调用此处,避免分散的重复实现。
/// </summary>
public static class MapServiceExtensions
{
/// <summary>
/// 根据探索状态推导房间三级可见性Explored > Mapped > Unknown
/// </summary>
public static RoomVisibility GetVisibility(this IMapService svc, string roomId)
{
if (svc == null) return RoomVisibility.Unknown;
if (svc.IsExplored(roomId)) return RoomVisibility.Explored;
if (svc.IsMapped(roomId)) return RoomVisibility.Mapped;
return RoomVisibility.Unknown;
}
}
}

View File

@@ -0,0 +1,201 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.World.Map
{
/// <summary>
/// 角落小地图 HUD架构 15_MapShopModule §1.6)。
/// 以玩家当前房间为中心,仅渲染 ±ViewRadiusCells 格范围内的房间。
/// 玩家跨格进入新房间时OnRoomChanged 事件)触发增量重建,无需每帧扫描全局。
/// <para>
/// 挂载位置HUD Canvas 下 Minimap 根节点(需配有 RectMask2D 用于裁剪)。
/// </para>
/// 依赖 <see cref="IPlayerPositionProvider"/> 和 <see cref="IMapService"/>
/// 均通过 <see cref="ServiceLocator"/> 获取,不持有具体类的 SerializeField 引用。
/// </summary>
public class MinimapHUD : MonoBehaviour
{
[SerializeField] private MapRoomCellUI _cellPrefab;
[SerializeField] private RectTransform _cellContainer; // 带 RectMask2D 的容器,内容在此节点内平移
[SerializeField] private Image _playerDot; // 玩家位置圆点(在 _cellContainer 内)
[Header("显示范围")]
[SerializeField, Min(1)] private int _viewRadiusCells = 3; // 以玩家房间中心为圆心的可视半径(格)
[SerializeField] private float _cellPixels = 16f; // 每格显示像素数
[Header("颜色Inspector 覆盖)")]
[SerializeField] private Color _colorExplored = Color.white;
[SerializeField] private Color _colorMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
[SerializeField] private Color _colorUnknown = Color.black;
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现/标注时局部刷新
private IMapService _mapSvc;
private IPlayerPositionProvider _playerProvider;
private readonly Dictionary<string, MapRoomCellUI> _cells = new();
private readonly CompositeDisposable _subs = new();
// 复用 List 避免 RefreshView 每次分配临时 ListGC 友好)
private readonly List<string> _toRemove = new List<string>(8);
private Vector2Int _currentCenter;
private string _lastDotRoomId;
private Vector2 _lastDotNormPos;
// ── 生命周期 ──────────────────────────────────────────────────────────
private void OnEnable()
{
_mapSvc = ServiceLocator.GetOrDefault<IMapService>();
_playerProvider = ServiceLocator.GetOrDefault<IPlayerPositionProvider>();
if (_playerProvider != null)
_playerProvider.OnRoomChanged += OnRoomChanged;
_onMapUpdated?.Subscribe(OnMapUpdated).AddTo(_subs);
// 首次显示时立即刷新
RefreshView();
}
private void OnDisable()
{
if (_playerProvider != null)
_playerProvider.OnRoomChanged -= OnRoomChanged;
_subs.Clear();
ClearAllCells();
_lastDotRoomId = null;
_mapSvc = null;
_playerProvider = null;
}
private void ClearAllCells()
{
foreach (var cell in _cells.Values)
if (cell != null) Destroy(cell.gameObject);
_cells.Clear();
}
private void LateUpdate()
{
UpdatePlayerDot();
}
// ── 事件响应 ──────────────────────────────────────────────────────────
private void OnRoomChanged(string _) => RefreshView();
private void OnMapUpdated(string roomId)
{
if (_cells.TryGetValue(roomId, out var cell))
cell.SetVisibility(_mapSvc.GetVisibility(roomId));
}
// ── 视图重建 ──────────────────────────────────────────────────────────
/// <summary>
/// 以玩家当前房间中心为基准,增量更新可视格内的格子:
/// 回收超出范围的旧格子,实例化刚进入范围的新格子,重定位全部格子到新中心。
/// </summary>
private void RefreshView()
{
var db = _mapSvc?.Database;
if (db?.AllRooms == null) return;
var currentRoomId = _playerProvider?.CurrentRoomId;
if (string.IsNullOrEmpty(currentRoomId)) return;
var currentRoom = db.GetRoom(currentRoomId);
if (currentRoom == null) return;
_currentCenter = currentRoom.GridPosition + currentRoom.GridSize / 2;
int minX = _currentCenter.x - _viewRadiusCells;
int maxX = _currentCenter.x + _viewRadiusCells;
int minY = _currentCenter.y - _viewRadiusCells;
int maxY = _currentCenter.y + _viewRadiusCells;
// ① 回收不在可视范围内的格子(复用 _toRemove 避免每帧 new
_toRemove.Clear();
foreach (var (id, cell) in _cells)
{
var r = db.GetRoom(id);
if (r == null || !RoomInView(r, minX, maxX, minY, maxY))
{
if (cell != null) Destroy(cell.gameObject);
_toRemove.Add(id);
}
}
foreach (var id in _toRemove) _cells.Remove(id);
// ② 实例化新进入范围的格子
foreach (var room in db.AllRooms)
{
if (room == null || _cells.ContainsKey(room.RoomId)) continue;
if (!RoomInView(room, minX, maxX, minY, maxY)) continue;
var cell = Instantiate(_cellPrefab, _cellContainer);
cell.Setup(room, _mapSvc.GetVisibility(room.RoomId), null);
cell.SetColors(_colorExplored, _colorMapped, _colorUnknown);
_cells[room.RoomId] = cell;
}
// ③ 重定位所有格子(中心发生变化时)
foreach (var (id, cell) in _cells)
{
if (cell == null) continue;
var r = db.GetRoom(id);
if (r != null) PlaceCell(cell, r);
}
UpdatePlayerDot();
}
// ── 格子位置 ──────────────────────────────────────────────────────────
private void PlaceCell(MapRoomCellUI cell, MapRoomDataSO room)
{
cell.RT.sizeDelta = new Vector2(room.GridSize.x * _cellPixels, room.GridSize.y * _cellPixels);
cell.RT.anchoredPosition = new Vector2(
(room.GridPosition.x - _currentCenter.x) * _cellPixels,
(room.GridPosition.y - _currentCenter.y) * _cellPixels);
}
private static bool RoomInView(MapRoomDataSO room, int minX, int maxX, int minY, int maxY)
=> room.GridPosition.x + room.GridSize.x > minX &&
room.GridPosition.x < maxX &&
room.GridPosition.y + room.GridSize.y > minY &&
room.GridPosition.y < maxY;
// ── 玩家圆点 ──────────────────────────────────────────────────────────
private void UpdatePlayerDot()
{
if (_playerDot == null || _playerProvider == null) return;
var roomId = _playerProvider.CurrentRoomId;
var normPos = _playerProvider.NormalizedPositionInRoom;
// Dirty check: 避免房间和位置均未变化时写 RectTransform
if (roomId == _lastDotRoomId && normPos == _lastDotNormPos) return;
_lastDotRoomId = roomId;
_lastDotNormPos = normPos;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell))
{
_playerDot.enabled = false;
return;
}
_playerDot.enabled = true;
_playerDot.rectTransform.anchoredPosition =
cell.RT.anchoredPosition
+ Vector2.Scale(normPos, cell.RT.sizeDelta);
}
}
}