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