Add independent review reports for Minimap system (Rounds 8, 9, and 26)

- Round 8 report highlights improvements in architecture, editor usability, and data robustness, with a total score of 80/100.
- Round 9 report focuses on editor extension capabilities, identifying issues with room data indexing and layout editing, resulting in a score of 76/100.
- Round 26 report evaluates the system against commercial standards, noting new issues and confirming previous fixes, with a score of 95.8/100.
This commit is contained in:
2026-05-25 23:15:12 +08:00
parent e2bc324905
commit f74d7f1877
53 changed files with 6825 additions and 270 deletions

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using BaseGames.Input;
namespace BaseGames.World.Map
{
@@ -9,42 +10,90 @@ namespace BaseGames.World.Map
/// 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>
/// <item>方向键 / 摇杆平移(经由 InputReaderSO.NavigateEvent 派发)</item>
/// </list>
/// </summary>
[RequireComponent(typeof(MapPanel))]
public class MapInputHandler : MonoBehaviour, IScrollHandler
{
[SerializeField] private InputReaderSO _inputReader;
[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(0.2f, 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")]
[Header("平移")]
[SerializeField] private float _keyPanSpeed = 600f; // px / 秒
private float _zoom = 1f;
private Vector2 _navInput;
private MapPanel _panel;
private void Awake()
{
_panel = GetComponent<MapPanel>();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// R25-N2 _zoomTarget 须配置为 MapPanel 的格子根节点(与 _roomContainer 相同),
// 否则 OnScroll 写入的 scale 与 MapPanel.CurrentZoom 读取的 scale 将来自不同节点,导致静默状态分裂。
if (_zoomTarget == null)
Debug.LogWarning("[MapInputHandler] _zoomTarget 未配置,缩放功能将失效。请在 Inspector 中指定 MapPanel 的格子根节点_roomContainer。", this);
#endif
}
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;
if (_inputReader != null)
{
_inputReader.NavigateEvent += OnNavigate;
// R13-N4 居中到玩家快捷键
_inputReader.MapCenterEvent += OnMapCenter;
}
}
private void OnDisable()
{
_navInput = Vector2.zero;
if (_inputReader != null)
{
_inputReader.NavigateEvent -= OnNavigate;
_inputReader.MapCenterEvent -= OnMapCenter;
}
}
private void OnNavigate(Vector2 dir) => _navInput = dir;
// R13-N4 将视图居中到玩家所在房间
private void OnMapCenter() => _panel?.CenterOnCurrentRoom();
private void Update()
{
if (_scrollRect == null) return;
if (_scrollRect == null || _navInput == Vector2.zero) return;
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
if (h == 0 && v == 0) return;
// R18-N1 contentSize 需乘以当前缩放系数,否则缩放后平移速度感知偏差。
// R19-N1 / R24-N2 统一读 _panel.CurrentZoom_zoomTarget.localScale.x
// 消除独立 _zoom 字段与 CurrentZoom 的双份状态——OnScroll 直接写 localScale
// CurrentZoom 即时反映最新值,不再需要额外同步。
var content = _scrollRect.content;
var viewport = _scrollRect.viewport != null
? _scrollRect.viewport
: (RectTransform)_scrollRect.transform;
Vector2 contentSize = content.rect.size;
Vector2 viewportSize = viewport.rect.size;
float currentZoom = _panel != null ? _panel.CurrentZoom
: (_zoomTarget != null ? _zoomTarget.localScale.x : 1f);
float rangeX = contentSize.x * currentZoom - viewportSize.x;
float rangeY = contentSize.y * currentZoom - viewportSize.y;
var delta = new Vector2(h, v) * (_keyPanSpeed * Time.unscaledDeltaTime);
_scrollRect.content.anchoredPosition += delta;
if (rangeX <= 0f && rangeY <= 0f) return; // 内容比视口小,无需平移
Vector2 delta = _navInput * (_keyPanSpeed * Time.unscaledDeltaTime);
Vector2 norm = _scrollRect.normalizedPosition;
if (rangeX > 0f) norm.x = Mathf.Clamp01(norm.x + delta.x / rangeX);
if (rangeY > 0f) norm.y = Mathf.Clamp01(norm.y + delta.y / rangeY);
_scrollRect.normalizedPosition = norm;
}
// ── 鼠标滚轮缩放 ─────────────────────────────────────────────────────
@@ -53,26 +102,26 @@ namespace BaseGames.World.Map
{
if (_zoomTarget == null) return;
// R24-N2 直接读 _zoomTarget.localScale.x 作为当前缩放,消除独立 _zoom 字段
float currentZoom = _zoomTarget.localScale.x;
float newZoom = Mathf.Clamp(
_zoom + eventData.scrollDelta.y * _zoomStep,
currentZoom + eventData.scrollDelta.y * _zoomStep,
_zoomMin, _zoomMax);
if (Mathf.Approximately(newZoom, _zoom)) return;
if (Mathf.Approximately(newZoom, currentZoom)) 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);
_zoomTarget.localScale = new Vector3(newZoom, newZoom, 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;
_zoomTarget.anchoredPosition += offset * newZoom;
}
}
}